/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* God Wars Mud improvements copyright (C) 1994, 1995, 1996 by Richard *
* Woolcock. This mud is NOT to be copied in whole or in part, or to be *
* run without the permission of Richard Woolcock. Nobody else has *
* permission to authorise the use of this code. *
***************************************************************************/
/**************************************************************
* Myth Mud improvements ALL by David Spink aka Morglum. *
* This mud is NOT to be copied in whole or in part! No one *
* has the permission to authorise the use of this code. *
* In order to use this code you MUST comply with the terms *
* and conditions in 'license.myth' (as shipped). *
**************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
void birth_write args( ( CHAR_DATA *ch, char *argument ) );
bool birth_ok args( ( CHAR_DATA *ch, char *argument ) );
/* Need to get rid of those flames somehow - KaVir */
void do_smother( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Smother whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot smother yourself.\n\r", ch );
return;
}
if (!IS_AFFECTED(victim, AFF_FLAMING))
{
send_to_char( "But they are not on fire!\n\r", ch );
return;
}
if ( number_percent() > 10 )
{
act( "You try to smother the flames around $N but fail!", ch, NULL, victim, TO_CHAR );
act( "$n tries to smother the flames around you but fails!", ch, NULL, victim, TO_VICT );
act( "$n tries to smother the flames around $N but fails!", ch, NULL, victim, TO_NOTVICT );
if ( number_percent() > 98 && !IS_AFFECTED(ch,AFF_FLAMING) )
{
act( "A spark of flame from $N's body sets you on fire!", ch, NULL, victim, TO_CHAR );
act( "A spark of flame from your body sets $n on fire!", ch, NULL, victim, TO_VICT );
act( "A spark of flame from $N's body sets $n on fire!", ch, NULL, victim, TO_NOTVICT );
SET_BIT(ch->affected_by, AFF_FLAMING);
}
return;
}
act( "You manage to smother the flames around $M!", ch, NULL, victim, TO_CHAR );
act( "$n manages to smother the flames around you!", ch, NULL, victim, TO_VICT );
act( "$n manages to smother the flames around $N!", ch, NULL, victim, TO_NOTVICT );
REMOVE_BIT(victim->affected_by, AFF_FLAMING);
REMOVE_BIT(victim->more, MORE_FLAMES);
return;
}
/* Loads of Vampire powers follow. KaVir */
void do_fangs( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_DEMON(ch) && !IS_VAMPIRE(ch) && !IS_WEREWOLF(ch))
{
if (!IS_SET(ch->pcdata->disc[C_POWERS], DEM_FANGS))
{
send_to_char("You haven't been granted the gift of fangs.\n\r",ch);
return;
}
}
else if (!IS_VAMPIRE(ch) && !IS_WEREWOLF(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_VAMPIRE(ch) && ch->pcdata->wolf > 0)
{
send_to_char("Your beast won't let you retract your fangs.\n\r",ch);
return;
}
if (IS_VAMPAFF(ch,VAM_FANGS) )
{
send_to_char("Your fangs slide back into your gums.\n\r",ch);
act("$n's fangs slide back into $s gums.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->vampaff, VAM_FANGS);
return;
}
send_to_char("Your fangs extend out of your gums.\n\r",ch);
act("A pair of razor sharp fangs extend from $n's mouth.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->vampaff, VAM_FANGS);
return;
}
void do_shift( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
/*
int toform = 0;
*/
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_WEREWOLF(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
/*
if ( arg[0] == '\0' )
{
send_to_char( "You can shift between the following forms: Homid, Glabro, Crinos, Hispo, Lupus.\n\r", ch );
return;
}
if ( !str_cmp(arg,"homid" ) ) toform = 1;
else if ( !str_cmp(arg,"glabro") ) toform = 2;
else if ( !str_cmp(arg,"crinos") ) toform = 3;
else if ( !str_cmp(arg,"hispo" ) ) toform = 4;
else if ( !str_cmp(arg,"lupus" ) ) toform = 5;
else
{
send_to_char( "You can shift between the following forms: Homid, Glabro, Crinos, Hispo, Lupus.\n\r", ch );
return;
}
if ( ch->pcdata->wolfform[0] < 1 || ch->pcdata->wolfform[0] > 5)
ch->pcdata->wolfform[0] = 1;
if ( ch->pcdata->wolfform[0] == toform )
{
send_to_char( "You are already in that form.\n\r", ch );
return;
}
ch->pcdata->wolfform[1] = toform;
*/
if ( ch->pcdata->wolfform[1] <= FORM_HOMID )
{
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char( "You can only change from homid form.\n\r", ch );
return;
}
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
if (!IS_VAMPAFF(ch,VAM_NIGHTSIGHT)) SET_BIT(ch->vampaff, VAM_NIGHTSIGHT);
if (!IS_VAMPAFF(ch,VAM_FANGS)) SET_BIT(ch->vampaff, VAM_FANGS);
if (!IS_VAMPAFF(ch,VAM_CLAWS)) SET_BIT(ch->vampaff, VAM_CLAWS);
send_to_char( "You transform into lupus form.\n\r", ch );
act( "$n transforms into a wolf.", ch, NULL, NULL, TO_ROOM );
clear_stats(ch);
SET_BIT(ch->polyaff, POLY_WOLF);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
sprintf(buf, "%s the wolf", ch->name);
free_string( ch->morph );
ch->morph = str_dup( buf );
ch->pcdata->wolfform[1] = FORM_LUPUS;
return;
}
else
{
if ( ch->pcdata->wolfform[1] != FORM_LUPUS )
{
send_to_char( "You can only change from lupus form.\n\r", ch );
return;
}
if (IS_VAMPAFF(ch,VAM_CLAWS)) REMOVE_BIT(ch->vampaff, VAM_CLAWS);
if (IS_VAMPAFF(ch,VAM_FANGS)) REMOVE_BIT(ch->vampaff, VAM_FANGS);
if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT)) REMOVE_BIT(ch->vampaff, VAM_NIGHTSIGHT);
send_to_char( "You transform into homid form.\n\r", ch );
act( "$n transforms into human form.", ch, NULL, NULL, TO_ROOM );
REMOVE_BIT(ch->polyaff, POLY_WOLF);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
clear_stats(ch);
free_string( ch->morph );
ch->morph = str_dup( "" );
ch->pcdata->wolfform[1] = FORM_HOMID;
if (ch->pcdata->wolf >= 100) ch->pcdata->wolf = 99;
return;
}
return;
}
void do_claws( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_SET(ch->act, PLR_DEMON) || IS_SET(ch->act, PLR_CHAMPION))
{
if (!IS_SET(ch->pcdata->disc[C_POWERS], DEM_CLAWS))
{
send_to_char("You haven't been granted the gift of claws.\n\r",ch);
return;
}
}
else if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_WEREWOLF(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ((IS_VAMPIRE(ch) || IS_GHOUL(ch)) && get_disc(ch,DISC_PROTEAN) < 2)
{
send_to_char("You require level 2 Protean to use Claws.\n\r",ch);
return;
}
if ((IS_VAMPIRE(ch) || IS_GHOUL(ch)) && !IS_ABOMINATION(ch) && ch->pcdata->wolf > 0)
{
send_to_char("Your beast won't let you retract your claws.\n\r",ch);
return;
}
if (IS_VAMPAFF(ch,VAM_CLAWS) )
{
if (IS_VAMPIRE(ch) || IS_GHOUL(ch))
{
send_to_char("Your claws slide back under your nails.\n\r",ch);
act("$n's claws slide back under $s nails.", ch, NULL, NULL, TO_ROOM);
}
else if (IS_WEREWOLF(ch) && get_auspice(ch, AUSPICE_AHROUN) > 3)
{
send_to_char("Your gleaming silver talons slide back into your fingers.\n\r",ch);
act("$n's gleaming silver talons slide back into $s fingers.",ch,NULL,NULL,TO_ROOM);
}
else
{
send_to_char("Your talons slide back into your fingers.\n\r",ch);
act("$n's talons slide back into $s fingers.",ch,NULL,NULL,TO_ROOM);
}
REMOVE_BIT(ch->vampaff, VAM_CLAWS);
return;
}
if (IS_VAMPIRE(ch) || IS_GHOUL(ch))
{
send_to_char("Sharp claws extend from under your finger nails.\n\r",ch);
act("Sharp claws extend from under $n's finger nails.", ch, NULL, NULL, TO_ROOM);
}
else if (IS_WEREWOLF(ch) && get_auspice(ch, AUSPICE_AHROUN) > 3)
{
send_to_char("Gleaming silver talons extend from your fingers.\n\r",ch);
act("Gleaming silver talons extend from $n's fingers.",ch,NULL,NULL,TO_ROOM);
}
else
{
send_to_char("Razor sharp talons extend from your fingers.\n\r",ch);
act("Razor sharp talons extend from $n's fingers.",ch,NULL,NULL,TO_ROOM);
}
SET_BIT(ch->vampaff, VAM_CLAWS);
return;
}
void do_nightsight( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_DEMON(ch))
{
if (!IS_SET(ch->pcdata->disc[C_POWERS], DEM_EYES))
{
send_to_char("You haven't been granted the gift of nightsight.\n\r",ch);
return;
}
}
else if (IS_WEREWOLF(ch))
{
if (get_breed(ch, BREED_METIS) < 1 && get_disc(ch, DISC_PROTEAN) < 1 &&
!IS_POLYAFF(ch, POLY_ZULO))
{
send_to_char("You require the level 1 Metis power to use Eyes of the Cat.\n\r",ch);
return;
}
}
else if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (((!IS_WEREWOLF(ch) || IS_ABOMINATION(ch)) && !IS_DEMON(ch)) &&
get_disc(ch,DISC_PROTEAN) < 1)
{
send_to_char("You require level 1 Protean to use Gleam of Red Eyes.\n\r",ch);
return;
}
else if ((IS_VAMPIRE(ch) || IS_GHOUL(ch)) && ch->pcdata->wolf > 0)
{
send_to_char("Not while your beast is in control.\n\r",ch);
return;
}
if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) )
{
if (IS_WEREWOLF(ch) && get_disc(ch, DISC_PROTEAN) < 1)
{
send_to_char("The green glow in your eyes fades.\n\r",ch);
act("The green glow in $n's eyes fades.", ch, NULL, NULL, TO_ROOM);
}
else if (IS_ANGEL(ch))
{
send_to_char("The blue glow in your eyes fades.\n\r",ch);
act("The blue glow in $n's eyes fades.", ch, NULL, NULL, TO_ROOM);
}
else
{
send_to_char("The red glow in your eyes fades.\n\r",ch);
act("The red glow in $n's eyes fades.", ch, NULL, NULL, TO_ROOM);
}
REMOVE_BIT(ch->vampaff, VAM_NIGHTSIGHT);
return;
}
if (IS_WEREWOLF(ch) && get_disc(ch, DISC_PROTEAN) < 1)
{
send_to_char("Your eyes start glowing green.\n\r",ch);
act("$n's eyes start glowing green.", ch, NULL, NULL, TO_ROOM);
}
else if (IS_ANGEL(ch))
{
send_to_char("Your eyes start glowing blue.\n\r",ch);
act("$n's eyes start glowing blue.", ch, NULL, NULL, TO_ROOM);
}
else
{
send_to_char("Your eyes start glowing red.\n\r",ch);
act("$n's eyes start glowing red.", ch, NULL, NULL, TO_ROOM);
}
SET_BIT(ch->vampaff, VAM_NIGHTSIGHT);
return;
}
void do_majesty( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_WEREWOLF(ch) && get_tribe(ch, TRIBE_SHADOW_LORDS) > 2)
{
do_icy(ch,"");
return;
}
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (get_disc(ch,DISC_PRESENCE) < 5)
{
send_to_char("You require level 5 Presence to use Majesty.\n\r",ch);
return;
}
if (IS_ITEMAFF(ch,ITEMA_PEACE) )
{
send_to_char("You lower your Majesty.\n\r",ch);
act("$n no longer seems so imposing.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->itemaffect, ITEMA_PEACE);
ch->pcdata->majesty = 60;
return;
}
if (ch->pcdata->majesty > 0)
{
if (ch->pcdata->majesty > 1)
sprintf(buf,"You cannot raise your Majesty for another %d seconds.\n\r",ch->pcdata->majesty);
else
sprintf(buf,"You cannot raise your Majesty for another 1 second.\n\r");
send_to_char(buf,ch);
return;
}
send_to_char("Your raise your Majesty.\n\r",ch);
act("$n suddenly appears very imposing.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->itemaffect, ITEMA_PEACE);
return;
}
void do_awe( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (get_disc(ch,DISC_PRESENCE) < 1)
{
send_to_char("You require level 1 Presence to use Awe.\n\r",ch);
return;
}
if (IS_EXTRA(ch,EXTRA_AWE) )
{
send_to_char("You are no longer awe-inspiring.\n\r",ch);
act("$n no longer appears so awe-inspiring.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->extra, EXTRA_AWE);
return;
}
send_to_char("Your are now awe-inspiring.\n\r",ch);
act("$n suddenly appears very awe-inspiring.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->extra, EXTRA_AWE);
return;
}
void do_shadowsight( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_DEMON(ch))
{
if (!IS_SET(ch->pcdata->disc[C_POWERS], DEM_SHADOWSIGHT))
{
send_to_char("You haven't been granted the gift of shadowsight.\n\r",ch);
return;
}
}
else if (!IS_WEREWOLF(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) )
{
send_to_char("You can no longer see between planes.\n\r",ch);
REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT);
return;
}
send_to_char("You can now see between planes.\n\r",ch);
SET_BIT(ch->affected_by, AFF_SHADOWSIGHT);
return;
}
void do_bite( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
bool can_sire = FALSE;
int blood, sn, improve;
int ch_gen = ch->vampgen;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) || (ch->vampgen < 1))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (is_affected(ch, gsn_potency)) ch_gen++;
if (ch->vampgen == 2 && strlen(ch->clan) < 2)
{
send_to_char("First you need to get a clan name.\n\r",ch);
return;
}
if (ch->pcdata->cland[0] == -1 ||
ch->pcdata->cland[1] == -1 ||
ch->pcdata->cland[2] == -1)
{
send_to_char("First you need to buy your disciplines.\n\r",ch);
return;
}
if (ch_gen > 6 || true_generation(ch,ch->lord) > 6)
can_sire = FALSE;
else if (ch->vampgen <= 2)
can_sire = TRUE;
else if (IS_EXTRA(ch, EXTRA_PRINCE))
can_sire = TRUE;
else if (IS_EXTRA(ch, EXTRA_SIRE))
can_sire = TRUE;
else
can_sire = FALSE;
if ( strlen( ch->clan ) < 3 )
can_sire = FALSE;
if (!can_sire)
{
send_to_char("You are not able to create any childer.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
return;
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if (!IS_IMMUNE(victim, IMM_VAMPIRE))
{
send_to_char("They refuse to drink your blood.\n\r",ch);
return;
}
if ( ch == victim )
{
send_to_char( "You are already a vampire!\n\r", ch );
return;
}
if (IS_MAGE(victim))
{
send_to_char("They refuse to drink your blood.\n\r",ch);
return;
}
if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) )
{
send_to_char( "You can only make avatars into vampires.\n\r", ch );
return;
}
if (IS_WEREWOLF(victim))
{
send_to_char( "You are unable to create werevamps!\n\r", ch );
return;
}
if (IS_VAMPIRE(victim))
{
send_to_char( "But they are already a vampire!\n\r", ch );
return;
}
if (IS_DEMON(victim))
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
if (IS_HIGHLANDER(victim))
{
send_to_char( "You cannot turn highlanders into vampires.\n\r", ch );
return;
}
if ( ch->blood[BLOOD_CURRENT] < 10 )
{
send_to_char("You don't have enough blood.\n\r",ch);
return;
}
blood = number_range(5,10) * ch->blood[BLOOD_POTENCY];
ch->blood[BLOOD_CURRENT] -= blood;
victim->blood[BLOOD_CURRENT] += blood;
if (ch->beast > 0 && ch->beast < 100) ch->beast += 1;
act("You feed $N some blood from your open wrist.",ch,NULL,victim,TO_CHAR);
act("$n feeds $N some blood from $s open wrist.",ch,NULL,victim,TO_NOTVICT);
act("$n feeds you some blood from $s open wrist.", ch, NULL, victim, TO_VICT);
/* For Abominations */
if (IS_WEREWOLF(ch) && get_tribe(ch,TRIBE_GET_OF_FENRIS) > 0)
{
act("You scream in agony as the blood burns through your body!", victim, NULL, NULL, TO_CHAR);
act("$n screams in agony and falls to the ground...DEAD!", victim, NULL, NULL, TO_ROOM);
group_gain(ch,victim);
victim->form = 1;
killperson(ch,victim);
return;
}
if (IS_MAGE(victim))
{
send_to_char("You have lost your avatar!\n\r",victim);
victim->trust = 0;
victim->level = 3;
}
victim->class = CLASS_VAMPIRE;
if ( victim->vampgen != 0 )
{
do_autosave(ch,"");
do_autosave(victim,"");
send_to_char( "Your vampiric status has been restored.\n\r", victim );
return;
}
send_to_char( "You are now a vampire.\n\r", victim );
REMOVE_BIT(victim->extra, EXTRA_PREGNANT);
REMOVE_BIT(victim->extra, EXTRA_LABOUR);
REMOVE_BIT(ch->extra,EXTRA_SIRE);
victim->vampgen = ch_gen + 1;
update_gen(victim);
if (ch->vampgen == 1)
{
FILL_STRING( victim->lord, ch->name );
}
else
{
sprintf(buf,"%s %s",ch->lord,ch->name);
FILL_STRING( victim->lord, buf );
}
if (strlen(ch->clan) > 1)
{
FILL_STRING( victim->clan, ch->clan );
}
if (IS_MORE(ch, MORE_ANTITRIBU)) SET_BIT(victim->more, MORE_ANTITRIBU);
if ( ch->vampgen == 1 )
{
/* Second generation vampires chose all their disciplines */
victim->pcdata->cland[0] = -1;
victim->pcdata->cland[1] = -1;
victim->pcdata->cland[2] = -1;
}
else
{
/* They get the clan discipline */
improve = victim->pcdata->cland[0] = ch->pcdata->cland[0];
if ( improve >= 0 ) victim->pcdata->powers[improve] = -1;
/* They get their sires personal discipline */
improve = victim->pcdata->cland[1] = ch->pcdata->cland[2];
if ( improve >= 0 ) victim->pcdata->powers[improve] = -1;
/* They get to chose a discipline of their own */
victim->pcdata->cland[2] = -1;
}
for ( sn = 0; sn <= DISC_MAX; sn++ )
{
victim->pcdata->powers[sn] = 0;
}
do_autosave(victim,"");
return;
}
void do_claw( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
bool can_sire = FALSE;
int gifts;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_WEREWOLF(ch) || (ch->vampgen < 1))
{
do_claws(ch,"");
return;
}
if (IS_EXTRA(ch,EXTRA_PRINCE)) can_sire = TRUE;
else if (IS_EXTRA(ch,EXTRA_SIRE)) can_sire = TRUE;
else if (ch->vampgen == 1 || ch->vampgen == 2) can_sire = TRUE;
else can_sire = FALSE;
if (ch->vampgen > 3) can_sire = FALSE;
if ( ch->class != CLASS_WEREWOLF )
can_sire = FALSE;
if ( strlen( ch->clan ) < 3 )
can_sire = FALSE;
if (!can_sire)
{
send_to_char("You are unable to spread your gift.\n\r",ch);
return;
}
if ( ch->vampgen == 2 )
{
if ( strlen(ch->clan) < 2 )
{
send_to_char( "First you need to create a tribe.\n\r", ch );
return;
}
if ( ch->pcdata->cland[2] == -1 )
{
send_to_char( "First you need to select a tribe gift.\n\r", ch );
return;
}
}
if ( arg[0] == '\0' )
{
send_to_char( "Claw whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot claw yourself.\n\r", ch );
return;
}
if (IS_MAGE(victim))
{
send_to_char( "You cannot claw mages.\n\r", ch );
return;
}
if ( IS_IMMORTAL(victim) )
{
send_to_char( "You cannot claw immortals.\n\r", ch );
return;
}
if (IS_VAMPIRE(victim))
{
send_to_char( "You are unable to create werevamps!\n\r", ch );
return;
}
if (IS_DEMON(victim))
{
send_to_char( "But they have no soul!\n\r", ch );
return;
}
if (IS_GHOUL(victim))
{
send_to_char( "They have been tainted with Kindred blood.\n\r", ch );
return;
}
if (IS_HIGHLANDER(victim))
{
send_to_char( "You cannot turn highlanders into werewolves.\n\r", ch );
return;
}
if (IS_WEREWOLF(victim))
{
send_to_char( "But they are already a werewolf!\n\r", ch );
return;
}
if (!IS_IMMUNE(victim,IMM_VAMPIRE))
{
send_to_char( "You cannot claw an unwilling person.\n\r", ch );
return;
}
if (!IS_VAMPAFF(ch,VAM_CLAWS))
{
send_to_char("First you better get your claws out!\n\r",ch);
return;
}
if (IS_EXTRA(ch,EXTRA_SIRE)) REMOVE_BIT(ch->extra,EXTRA_SIRE);
act("You plunge your claws into $N.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s claws into $N.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s claws into your chest.", ch, NULL, victim, TO_VICT);
victim->class = CLASS_WEREWOLF;
victim->level = LEVEL_AVATAR;
victim->pcdata->cland[0] = gifts = number_range(0,2);
victim->pcdata->breed[gifts] = -1;
victim->pcdata->cland[1] = gifts = number_range(0,4);
victim->pcdata->auspice[gifts] = -1;
if ( ch->vampgen > 2 )
{
victim->pcdata->cland[2] = gifts = ch->pcdata->cland[2];
victim->pcdata->tribes[gifts] = -1;
}
else victim->pcdata->cland[2] = -1;
send_to_char( "You are now a werewolf.\n\r", victim );
victim->vampgen = ch->vampgen + 1;
free_string(victim->lord);
if (ch->vampgen == 1)
victim->lord=str_dup(ch->name);
else
{
sprintf(buf,"%s %s",ch->lord,ch->name);
victim->lord=str_dup(buf);
}
if (strlen(ch->clan) > 1)
{
FILL_STRING( victim->clan, ch->clan );
}
do_autosave(ch,"");
do_autosave(victim,"");
return;
}
void do_clanname( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( (!IS_VAMPIRE(ch) && !IS_WEREWOLF(ch))
|| ch->vampgen != 1 )
{
send_to_char( "Huh?\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
if (IS_VAMPIRE(ch))
send_to_char( "Who's clan do you wish to name?\n\r", ch );
else
send_to_char( "Who do you wish to give a tribe to?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) ) return;
if ( victim->vampgen != 2 )
{
if (IS_VAMPIRE(ch))
send_to_char( "Only the Antediluvians may have clans.\n\r", ch );
else
send_to_char( "Only greater werewolves may own a tribe.\n\r", ch );
return;
}
if ( str_cmp(victim->clan,"") )
{
if (IS_VAMPIRE(ch))
send_to_char( "But they already have a clan!\n\r", ch );
else
send_to_char( "But they already have a tribe!\n\r", ch );
return;
}
smash_tilde( argument );
if ( strlen(argument) < 3 || strlen(argument) > 13 )
{
if (IS_VAMPIRE(ch))
send_to_char( "Clan name should be between 3 and 13 letters long.\n\r", ch );
else
send_to_char( "Tribe name should be between 3 and 13 letters long.\n\r", ch );
return;
}
free_string( victim->clan );
victim->clan = str_dup( argument );
if (IS_VAMPIRE(ch))
send_to_char( "Clan name set.\n\r", ch );
else
send_to_char( "Tribe name set.\n\r", ch );
return;
}
void do_clandisc( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
int improve, sn, col;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !IS_VAMPIRE(ch) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char(" -= Disciplines =-\n\r",ch);
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
if ( ch->vampgen <= 2 )
{
/* Clan discipline */
improve = ch->pcdata->cland[0];
sprintf( buf, "Clan Discipline: %s.\n\r", disc_name(improve) );
send_to_char( buf, ch );
/* Personal discipline 1 */
improve = ch->pcdata->cland[1];
sprintf( buf, "Personal Discipline: %s.\n\r", disc_name(improve) );
send_to_char( buf, ch );
/* Personal discipline 2 */
improve = ch->pcdata->cland[2];
sprintf( buf, "Personal Discipline: %s.\n\r", disc_name(improve) );
send_to_char( buf, ch );
}
else
{
/* Clan discipline */
improve = ch->pcdata->cland[0];
sprintf( buf, "Clan Discipline: %s.\n\r", disc_name(improve) );
send_to_char( buf, ch );
/* Sires discipline */
improve = ch->pcdata->cland[1];
sprintf( buf, "Sires Discipline: %s.\n\r", disc_name(improve) );
send_to_char( buf, ch );
/* Personal discipline */
improve = ch->pcdata->cland[2];
sprintf( buf, "Personal Discipline: %s.\n\r", disc_name(improve) );
send_to_char( buf, ch );
}
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
if ( ch->pcdata->cland[2] >= 0 ) return;
send_to_char("Please select another discipline from the list below.\n\r",ch);
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
col = 0;
for ( sn = 0; sn <= DISC_MAX; sn++ )
{
if ( ch->pcdata->powers[sn] != 0 ) continue;
sprintf( buf, "%-15s ", disc_name( sn ) );
send_to_char( buf, ch );
if ( ++col % 3 == 0 ) send_to_char( "\n\r", ch );
}
if ( col % 3 != 0 ) send_to_char( "\n\r", ch );
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
return;
}
if (!str_cmp(arg,"animalism"))
improve = DISC_ANIMALISM;
else if (!str_cmp(arg,"auspex"))
improve = DISC_AUSPEX;
else if (!str_cmp(arg,"celerity"))
improve = DISC_CELERITY;
else if (!str_cmp(arg,"chimerstry"))
improve = DISC_CHIMERSTRY;
else if (!str_cmp(arg,"daimoinon"))
improve = DISC_DAIMOINON;
else if (!str_cmp(arg,"dominate"))
improve = DISC_DOMINATE;
else if (!str_cmp(arg,"fortitude"))
improve = DISC_FORTITUDE;
else if (!str_cmp(arg,"melpominee"))
improve = DISC_MELPOMINEE;
else if (!str_cmp(arg,"necromancy"))
improve = DISC_NECROMANCY;
else if (!str_cmp(arg,"obeah"))
improve = DISC_OBEAH;
else if (!str_cmp(arg,"obfuscate"))
improve = DISC_OBFUSCATE;
else if (!str_cmp(arg,"obtenebration"))
improve = DISC_OBTENEBRATION;
else if (!str_cmp(arg,"potence"))
improve = DISC_POTENCE;
else if (!str_cmp(arg,"presence"))
improve = DISC_PRESENCE;
else if (!str_cmp(arg,"protean"))
improve = DISC_PROTEAN;
else if (!str_cmp(arg,"quietus"))
improve = DISC_QUIETUS;
else if (!str_cmp(arg,"serpentis"))
improve = DISC_SERPENTIS;
else if (!str_cmp(arg,"thanatosis"))
improve = DISC_THANATOSIS;
else if (!str_cmp(arg,"thaumaturgy"))
improve = DISC_THAUMATURGY;
else if (!str_cmp(arg,"vicissitude"))
improve = DISC_VICISSITUDE;
else
{
send_to_char("You know of no such discipline.\n\r",ch);
return;
}
if (ch->pcdata->cland[0] == improve ||
ch->pcdata->cland[1] == improve ||
ch->pcdata->cland[2] == improve)
{
send_to_char("You already know that discipline.\n\r",ch);
return;
}
if ( ch->vampgen < 3 || ch->class != CLASS_VAMPIRE )
{
if ( ch->pcdata->cland[0] < 0 )
ch->pcdata->cland[0] = improve;
else if ( ch->pcdata->cland[1] < 0 )
ch->pcdata->cland[1] = improve;
else if ( ch->pcdata->cland[2] < 0 )
ch->pcdata->cland[2] = improve;
else
{
send_to_char("All of your discipline slots are full.\n\r",ch);
return;
}
ch->pcdata->powers[improve] = -1;
send_to_char("Ok.\n\r",ch);
}
else
{
if ( ch->pcdata->cland[2] < 0 )
ch->pcdata->cland[2] = improve;
else
{
send_to_char("Your discipline slot is full.\n\r",ch);
return;
}
ch->pcdata->powers[improve] = -1;
send_to_char("Ok.\n\r",ch);
}
return;
}
void do_mask( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( get_disc(ch,DISC_OBFUSCATE) < 2 && get_breed(ch,BREED_HOMID) < 5)
{
send_to_char( "Huh?\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Change to look like whom?\n\r", ch );
return;
}
if (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_VAMPAFF(ch,VAM_DISGUISED))
{
send_to_char( "Not while polymorphed.\n\r", ch );
return;
}
if (IS_EXTRA(ch, EXTRA_VICISSITUDE))
{
send_to_char( "You are unable to change your appearance.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( IS_IMMORTAL(victim) && victim != ch )
{
send_to_char( "You can only mask avatars or lower.\n\r", ch );
return;
}
if ( ch == victim )
{
if (!IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_VAMPAFF(ch,VAM_DISGUISED))
{
send_to_char( "You already look like yourself!\n\r", ch );
return;
}
if (!IS_POLYAFF(ch, POLY_MASK))
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
sprintf(buf,"$n's form shimmers and transforms into a clone of %s.",ch->name);
act(buf,ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->vampaff, VAM_DISGUISED);
REMOVE_BIT(ch->polyaff, POLY_MASK);
free_string( ch->morph );
ch->morph = str_dup( "" );
act("Your form shimmers and transforms into a clone of $n.",ch,NULL,NULL,TO_CHAR);
return;
}
if (IS_VAMPAFF(ch,VAM_DISGUISED))
{
if (!IS_POLYAFF(ch, POLY_MASK))
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
act("Your form shimmers and transforms into a clone of $N.",ch,NULL,victim,TO_CHAR);
act("$n's form shimmers and transforms into a clone of you.",ch,NULL,victim,TO_VICT);
act("$n's form shimmers and transforms into a clone of $N.",ch,NULL,victim,TO_NOTVICT);
free_string( ch->morph );
ch->morph = str_dup( victim->name );
SET_BIT(ch->polyaff, POLY_MASK);
return;
}
act("Your form shimmers and transforms into a clone of $N.",ch,NULL,victim,TO_CHAR);
act("$n's form shimmers and transforms into a clone of you.",ch,NULL,victim,TO_VICT);
act("$n's form shimmers and transforms into a clone of $N.",ch,NULL,victim,TO_NOTVICT);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->vampaff, VAM_DISGUISED);
SET_BIT(ch->polyaff, POLY_MASK);
free_string( ch->morph );
ch->morph = str_dup( victim->name );
return;
}
void do_change( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (get_disc(ch,DISC_PROTEAN) < 4)
{
send_to_char("You require level 4 Protean to Change Shape.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "You can change between 'human', 'bat', 'wolf' and 'mist' forms.\n\r", ch );
return;
}
if ( !str_cmp(arg,"bat") )
{
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char( "You can only polymorph from human form.\n\r", ch );
return;
}
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
SET_BIT(ch->polyaff, POLY_BAT);
clear_stats(ch);
act( "You transform into bat form.", ch, NULL, NULL, TO_CHAR );
act( "$n transforms into a bat.", ch, NULL, NULL, TO_ROOM );
SET_BIT(ch->vampaff, VAM_FLYING);
SET_BIT(ch->vampaff, VAM_SONIC);
SET_BIT(ch->vampaff, VAM_CHANGED);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
sprintf(buf, "%s the vampire bat", ch->name);
free_string( ch->morph );
ch->morph = str_dup( buf );
return;
}
else if ( !str_cmp(arg,"wolf") )
{
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char( "You can only polymorph from human form.\n\r", ch );
return;
}
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
act( "You transform into wolf form.", ch, NULL, NULL, TO_CHAR );
act( "$n transforms into a dire wolf.", ch, NULL, NULL, TO_ROOM );
SET_BIT(ch->polyaff, POLY_WOLF);
clear_stats(ch);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->vampaff, VAM_CHANGED);
sprintf(buf, "%s the dire wolf", ch->name);
free_string( ch->morph );
ch->morph = str_dup( buf );
return;
}
else if ( !str_cmp(arg,"mist") )
{
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char( "You can only polymorph from human form.\n\r", ch );
return;
}
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
act( "You transform into mist form.", ch, NULL, NULL, TO_CHAR );
act( "$n transforms into a white mist.", ch, NULL, NULL, TO_ROOM );
if (IS_EXTRA(ch, TIED_UP))
{
act("The ropes binding you fall through your ethereal form.",ch,NULL,NULL,TO_CHAR);
act("The ropes binding $n fall through $s ethereal form.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->extra, TIED_UP);
REMOVE_BIT(ch->extra, GAGGED);
REMOVE_BIT(ch->extra, BLINDFOLDED);
}
if (is_affected(ch, gsn_web))
{
act("The webbing entrapping $n falls through $s ethereal form.",ch,NULL,NULL,TO_ROOM);
send_to_char("The webbing entrapping you falls through your ethereal form.\n\r",ch);
affect_strip(ch, gsn_web);
}
if (IS_AFFECTED(ch, AFF_WEBBED))
{
act("The webbing entrapping $n falls through $s ethereal form.",ch,NULL,NULL,TO_ROOM);
send_to_char("The webbing entrapping you falls through your ethereal form.\n\r",ch);
REMOVE_BIT(ch->affected_by, AFF_WEBBED);
}
if (is_affected(ch, gsn_tendrils))
{
act("The tendrils of darkness entrapping $n fall through $s ethereal form.",ch,NULL,NULL,TO_ROOM);
send_to_char("The tendrils of darkness entrapping you fall through your ethereal form.\n\r",ch);
affect_strip(ch, gsn_tendrils);
}
if (IS_AFFECTED(ch, AFF_SHADOW))
{
act("The tendrils of darkness entrapping $n fall through $s ethereal form.",ch,NULL,NULL,TO_ROOM);
send_to_char("The tendrils of darkness entrapping you fall through your ethereal form.\n\r",ch);
REMOVE_BIT(ch->affected_by, AFF_SHADOW);
}
if (is_affected(ch, gsn_jail))
{
act("The band of water entrapping $n splash to the ground.",ch,NULL,NULL,TO_ROOM);
send_to_char("The bands of water entrapping you splash to the ground.\n\r",ch);
affect_strip(ch, gsn_jail);
}
if (IS_AFFECTED(ch, AFF_JAIL))
{
act("The band of water entrapping $n splash to the ground.",ch,NULL,NULL,TO_ROOM);
send_to_char("The bands of water entrapping you splash to the ground.\n\r",ch);
REMOVE_BIT(ch->affected_by, AFF_JAIL);
}
SET_BIT(ch->polyaff, POLY_MIST);
clear_stats(ch);
SET_BIT(ch->vampaff, VAM_CHANGED);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->affected_by, AFF_ETHEREAL);
sprintf(buf, "%s the white mist", ch->name);
free_string( ch->morph );
ch->morph = str_dup( buf );
return;
}
else if ( !str_cmp(arg,"human") )
{
if (!IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char( "You are already in human form.\n\r", ch );
return;
}
if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_BAT))
{
REMOVE_BIT(ch->vampaff, VAM_FLYING);
REMOVE_BIT(ch->vampaff, VAM_SONIC);
REMOVE_BIT(ch->polyaff, POLY_BAT);
}
else if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_WOLF))
REMOVE_BIT(ch->polyaff, POLY_WOLF);
else if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_MIST))
{
REMOVE_BIT(ch->polyaff, POLY_MIST);
REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
}
else
{
/* In case they try to change to human from a non-vamp form */
send_to_char( "You seem to be stuck in this form.\n\r", ch );
return;
}
act( "You transform into human form.", ch, NULL, NULL, TO_CHAR );
act( "$n transforms into human form.", ch, NULL, NULL, TO_ROOM );
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->vampaff, VAM_CHANGED);
clear_stats(ch);
free_string( ch->morph );
ch->morph = str_dup( "" );
return;
}
else
send_to_char( "You can change between 'human', 'bat', 'wolf' and 'mist' forms.\n\r", ch );
return;
}
void do_vampire( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_IMMUNE(ch, IMM_VAMPIRE))
{
send_to_char("You lower your defences.\n\r",ch);
SET_BIT(ch->immune, IMM_VAMPIRE);
return;
}
send_to_char("You raise your defences.\n\r",ch);
REMOVE_BIT(ch->immune, IMM_VAMPIRE);
return;
}
void do_shadowplane( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_WEREWOLF(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
if (!IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
send_to_char("You fade into the Umbra.\n\r",ch);
act("$n slowly fades out of existance.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
do_look(ch,"auto");
return;
}
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
send_to_char("You fade back into the real world.\n\r",ch);
act("$n slowly fades into existance.",ch,NULL,NULL,TO_ROOM);
do_look(ch,"auto");
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You are not carrying that object.\n\r", ch );
return;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
act( "You toss $p to the ground and it vanishes into the real world.", ch, obj, NULL, TO_CHAR );
act( "$n tosses $p to the ground and it vanishes.", ch, obj, NULL, TO_ROOM );
obj_from_char(obj);
obj_to_room(obj,ch->in_room);
}
else
{
act( "You toss $p to the ground and it vanishes into the Umbra.", ch, obj, NULL, TO_CHAR );
act( "$n tosses $p to the ground and it vanishes.", ch, obj, NULL, TO_ROOM );
obj_from_char(obj);
obj_to_room(obj,ch->in_room);
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
}
return;
}
void do_introduce( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_VAMPIRE(ch) && ch->vampgen > 0 && ch->vampgen < 14)
do_tradition(ch,ch->lord);
else if (IS_WEREWOLF(ch) && IS_HERO(ch) &&
ch->vampgen > 0 && ch->vampgen < 5)
do_bloodline(ch,ch->lord);
else send_to_char("Huh?\n\r",ch);
return;
}
void do_bloodline( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char arg3 [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
char buf2 [MAX_STRING_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
argument = one_argument( argument, arg3 );
if (IS_NPC(ch)) return;
if (arg1 != '\0') arg1[0] = UPPER(arg1[0]);
if (arg2 != '\0') arg2[0] = UPPER(arg2[0]);
if (arg3 != '\0') arg3[0] = UPPER(arg3[0]);
if (!str_cmp(arg1,"Morglum")) strcpy(arg1,"Morglum");
if ( strlen(ch->clan) < 2 && ch->vampgen != 1 )
{
strcpy(buf,"In the name of Gaia, I announce my Garou heritage.");
do_say(ch,buf);
sprintf(buf,"My name is %s, I am Orphan of no tribe.", ch->name);
do_say(ch,buf);
return;
}
if ( strlen(ch->clan) > 16)
strcpy(buf,"In the name of the Wyrm, I announce my Garou heritage.");
else
strcpy(buf,"In the name of Gaia, I announce my Garou heritage.");
do_say(ch,buf);
if (ch->vampgen != 1)
{
if (ch->vampgen == 4) sprintf(buf2,"%s",arg3);
else if (ch->vampgen == 3) sprintf(buf2,"%s",arg2);
else if (ch->vampgen == 2) sprintf(buf2,"%s",arg1);
if (ch->vampgen == 1)
{
if ( strlen(ch->clan) > 16)
sprintf(buf,"My name is %s, chosen Champion of the Wyrm.", ch->name);
else
sprintf(buf,"My name is %s, chosen Champion of Gaia.", ch->name);
}
if (ch->vampgen == 2)
sprintf(buf,"My name is %s, Chieftain of the %s tribe, pup of %s.", ch->name,ch->clan,buf2);
else
sprintf(buf,"My name is %s, of the %s tribe, pup of %s.", ch->name,ch->clan,buf2);
do_say(ch,buf);
}
if ( arg3[0] != '\0' )
{
sprintf(buf,"My name is %s, of the %s tribe, pup of %s.",
arg3,ch->clan,arg2);
do_say(ch,buf);
}
if ( arg2[0] != '\0' )
{
if ( arg1[0] != '\0' )
sprintf(buf,"My name is %s, Chieftain of the %s tribe, pup of %s.",arg2,ch->clan,arg1);
else
sprintf(buf,"My name is %s, of the %s tribe, pup of %s.",arg2,ch->clan,arg1);
do_say(ch,buf);
}
if ( ch->vampgen == 1 )
{
if ( strlen(ch->clan) > 16)
sprintf(buf,"My name is %s, chosen Champion of the Wyrm.", ch->name);
else
sprintf(buf,"My name is %s, chosen Champion of Gaia.", ch->name);
}
else
{
if ( strlen(ch->clan) > 16)
sprintf(buf,"My name is %s, chosen Champion of the Wyrm.", arg1);
else
sprintf(buf,"My name is %s, chosen Champion of Gaia.", arg1);
}
do_say(ch,buf);
return;
}
void do_tradition( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char arg3 [MAX_INPUT_LENGTH];
char arg4 [MAX_INPUT_LENGTH];
char arg5 [MAX_INPUT_LENGTH];
char arg6 [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
char buf2 [MAX_INPUT_LENGTH];
char buf3 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
argument = one_argument( argument, arg3 );
argument = one_argument( argument, arg4 );
argument = one_argument( argument, arg5 );
argument = one_argument( argument, arg6 );
if (IS_NPC(ch)) return;
if (arg1 != '\0') arg1[0] = UPPER(arg1[0]);
if (arg2 != '\0') arg2[0] = UPPER(arg2[0]);
if (arg3 != '\0') arg3[0] = UPPER(arg3[0]);
if (arg4 != '\0') arg4[0] = UPPER(arg4[0]);
if (arg5 != '\0') arg5[0] = UPPER(arg5[0]);
if (arg6 != '\0') arg6[0] = UPPER(arg6[0]);
if (!str_cmp(arg1,"Morglum")) strcpy(arg1,"Morglum");
if (!IS_VAMPIRE(ch) || (ch->vampgen < 1) || (ch->vampgen > 7))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( !str_cmp(ch->clan,"") && ch->vampgen == 2 )
{
send_to_char( "Not until you have a clan.\n\r", ch );
return;
}
if (ch->vampgen == 7) {sprintf(buf2,"Seventh");sprintf(buf3,"Fledgling");}
else if (ch->vampgen == 6) {sprintf(buf2,"Sixth");sprintf(buf3,"Neonate");}
else if (ch->vampgen == 5) {sprintf(buf2,"Fifth");sprintf(buf3,"Ancilla");}
else if (ch->vampgen == 4) {sprintf(buf2,"Fourth");sprintf(buf3,"Elder");}
else if (ch->vampgen == 3) {sprintf(buf2,"Third");sprintf(buf3,"Methuselah");}
else if (ch->vampgen == 2) {sprintf(buf2,"Second");sprintf(buf3,"Antediluvian");}
if (ch->vampgen == 1)
sprintf(buf,"As is the tradition, I recite the lineage of %s, Sire of all Kindred.",ch->name);
else
sprintf(buf,"As is the tradition, I recite the lineage of %s, %s of the %s Generation.",ch->name,buf3,buf2);
do_say(ch,buf);
if ( ch->vampgen != 1 )
{
if (ch->vampgen == 7) sprintf(buf2,"%s",arg6);
else if (ch->vampgen == 6) sprintf(buf2,"%s",arg5);
else if (ch->vampgen == 5) sprintf(buf2,"%s",arg4);
else if (ch->vampgen == 4) sprintf(buf2,"%s",arg3);
else if (ch->vampgen == 3) sprintf(buf2,"%s",arg2);
else if (ch->vampgen == 2) sprintf(buf2,"%s",arg1);
if (ch->vampgen == 2)
sprintf(buf,"I am %s, founder of clan %s. My sire is %s.", ch->name,ch->clan,buf2);
else
sprintf(buf,"I am %s of clan %s. My sire is %s.", ch->name,ch->clan,buf2);
do_say(ch,buf);
}
if ( arg6[0] != '\0' )
{
sprintf(buf,"I am %s of clan %s. My sire is %s.",
arg6,ch->clan,arg5);
do_say(ch,buf);
}
if ( arg5[0] != '\0' )
{
sprintf(buf,"I am %s of clan %s. My sire is %s.",
arg5,ch->clan,arg4);
do_say(ch,buf);
}
if ( arg4[0] != '\0' )
{
sprintf(buf,"I am %s of clan %s. My sire is %s.",
arg4,ch->clan,arg3);
do_say(ch,buf);
}
if ( arg3[0] != '\0' )
{
sprintf(buf,"I am %s of clan %s. My sire is %s.",
arg3,ch->clan,arg2);
do_say(ch,buf);
}
if ( arg2[0] != '\0' )
{
if ( arg1[0] != '\0' )
sprintf(buf,"I am %s, founder of %s. My sire is %s.",arg2,ch->clan,arg1);
else
sprintf(buf,"I am %s of clan %s. My sire is %s.",arg2,ch->clan,arg1);
do_say(ch,buf);
}
if ( ch->vampgen == 1 )
sprintf(buf,"I am %s, cursed by God to drink only blood and eat only ashes.", ch->name);
else
sprintf(buf,"I am %s. All Kindred are my childer.",arg1);
do_say(ch,buf);
if ( ch->vampgen == 7 ) sprintf(buf,"My name is %s, childe of %s, childe of %s, childe of %s, childe of %s, childe of %s, childe of %s. Recognize my lineage.",ch->name,arg6,arg5,arg4,arg3,arg2,arg1);
if ( ch->vampgen == 6 ) sprintf(buf,"My name is %s, childe of %s, childe of %s, childe of %s, childe of %s, childe of %s. Recognize my lineage.",ch->name,arg5,arg4,arg3,arg2,arg1);
if ( ch->vampgen == 5 ) sprintf(buf,"My name is %s, childe of %s, childe of %s, childe of %s, childe of %s. Recognize my lineage.",ch->name,arg4,arg3,arg2,arg1);
if ( ch->vampgen == 4 ) sprintf(buf,"My name is %s, childe of %s, childe of %s, childe of %s. Recognize my lineage.",ch->name,arg3,arg2,arg1);
if ( ch->vampgen == 3 ) sprintf(buf,"My name is %s, childe of %s, childe of %s. Recognize my lineage.",ch->name,arg2,arg1);
if ( ch->vampgen == 2 ) sprintf(buf,"My name is %s, childe of %s. Recognize my lineage.",ch->name,arg1);
if ( ch->vampgen == 1 ) sprintf(buf,"My name is %s. Recognize my lineage.",ch->name);
do_say(ch,buf);
return;
}
void do_darkheart( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (get_disc(ch,DISC_SERPENTIS) < 4)
{
send_to_char("You require level 4 Serpentis to use Dark Heart.\n\r",ch);
return;
}
if (IS_IMMUNE(ch,IMM_STAKE) )
{
send_to_char("But you've already torn your heart out!\n\r",ch);
return;
}
send_to_char("You rip your heart from your body and toss it to the ground.\n\r",ch);
act("$n rips $s heart out and tosses it to the ground.", ch, NULL, NULL, TO_ROOM);
make_part( ch, "heart" );
if (!IS_VAMPIRE(ch)) ch->hit = -10;
else ch->hit = ch->hit - number_range(10,20);
update_pos(ch);
if (!IS_VAMPIRE(ch) || (ch->position == POS_DEAD && !IS_HERO(ch)))
{
ch->form = 2;
killperson(ch,ch);
return;
}
SET_BIT(ch->immune, IMM_STAKE);
return;
}
void do_truesight( CHAR_DATA *ch, char *argument )
{
char buf[MIL];
int cost = 50;
if ( IS_NPC(ch) )
return;
if (!IS_WEREWOLF(ch) || (get_breed(ch, BREED_LUPUS) < 1 && get_disc(ch,DISC_AUSPEX) < 1))
{
if (IS_WEREWOLF(ch))
{
send_to_char("You require the level 1 Lupis power to use Heightened Senses.\n\r",ch);
return;
}
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_HIGHLANDER(ch) && !IS_DEMON(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (get_disc(ch,DISC_AUSPEX) < 1 && (IS_VAMPIRE(ch) || IS_GHOUL(ch) || IS_DEMON(ch)))
{
if ( IS_DEMON(ch) )
send_to_char("You require Basic Vision to use Heightened Senses.\n\r",ch);
else
send_to_char("You require level 1 Auspex to use Heightened Senses.\n\r",ch);
return;
}
}
if (IS_HIGHLANDER(ch) && !IS_SET(ch->pcdata->disc[HIGH_POWERS], HIGH_TRUESIGHT))
{
if (ch->practice < 50)
{
sprintf(buf,"You need another %d primal to get truesight.\n\r",cost- ch->practice);
send_to_char(buf,ch);
return;
}
ch->practice -= 50;
SET_BIT(ch->act, PLR_HOLYLIGHT);
SET_BIT(ch->pcdata->disc[HIGH_POWERS], HIGH_TRUESIGHT);
send_to_char("Your senses increase to incredible proportions.\n\r",ch);
return;
}
if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
{
REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char( "Your senses return to normal.\n\r", ch );
}
else
{
SET_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char( "Your senses increase to incredible proportions.\n\r", ch );
}
return;
}
void do_soulmask( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int value, max_stat;
smash_tilde( argument );
argument = one_argument( argument, arg1 );
strcpy( arg2, argument );
if ( IS_NPC(ch) )
return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (get_disc(ch,DISC_OBFUSCATE) < 5)
{
send_to_char("You require level 5 Obfuscate to use Soul Mask.\n\r",ch);
return;
}
if (arg1[0] != '\0' && !str_cmp(arg1,"on"))
{
if (IS_EXTRA(ch, EXTRA_FAKE_CON))
{send_to_char("You already have Soul Mask on.\n\r",ch); return;}
SET_BIT(ch->extra, EXTRA_FAKE_CON);
send_to_char("Your Soul Mask is now ON.\n\r",ch);
return;
}
if (arg1[0] != '\0' && !str_cmp(arg1,"off"))
{
if (!IS_EXTRA(ch, EXTRA_FAKE_CON))
{send_to_char("You already have Soul Mask off.\n\r",ch); return;}
REMOVE_BIT(ch->extra, EXTRA_FAKE_CON);
send_to_char("Your Soul Mask is now OFF.\n\r",ch);
return;
}
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char(" -= Soul Mask =-\n\r",ch);
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char("You have the following stats:\n\r",ch);
sprintf(buf,"Weapon skill: %d, Stance: %d.\n\r",
ch->pcdata->fake_skill, ch->pcdata->fake_stance);
send_to_char(buf, ch);
sprintf(buf,"Hitroll: %d, Actual: %d.\n\r",
ch->pcdata->fake_hit, char_hitroll(ch));
send_to_char(buf, ch);
sprintf(buf,"Damroll: %d, Actual: %d.\n\r",
ch->pcdata->fake_dam, char_damroll(ch));
send_to_char(buf, ch);
sprintf(buf,"Armour: %d, Actual: %d.\n\r",
ch->pcdata->fake_ac, char_ac(ch));
send_to_char(buf, ch);
sprintf(buf,"Hp: %d/%d, Actual: %d/%d.\n\r",
ch->pcdata->fake_hp, ch->pcdata->fake_max_hp,
ch->hit, ch->max_hit);
send_to_char(buf, ch);
sprintf(buf,"Vitality: %d/%d, Actual: %d/%d.\n\r",
ch->pcdata->fake_move, ch->pcdata->fake_max_move,
ch->move, ch->max_move);
send_to_char(buf, ch);
sprintf(buf,"Str: %d/%d, Int: %d/%d, Wis: %d/%d, Dex: %d/%d, Con: %d/%d.\n\r",
ch->pcdata->fake_stats[STAT_STR], get_curr_str(ch),
ch->pcdata->fake_stats[STAT_INT], get_curr_int(ch),
ch->pcdata->fake_stats[STAT_WIS], get_curr_wis(ch),
ch->pcdata->fake_stats[STAT_DEX], get_curr_dex(ch),
ch->pcdata->fake_stats[STAT_CON], get_curr_con(ch));
send_to_char(buf, ch);
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char("You can set: Skill, Stance, Str, Int, Wis, Dex, Con, Hit, Dam, Ac,\n\r",ch);
send_to_char("Hp, Max_Hp, Vitality, Max_Vitality.\n\r",ch);
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
return;
}
value = is_number( arg2 ) ? atoi( arg2 ) : -10000;
switch (ch->vampgen)
{
default: max_stat = 5; break;
case 1: max_stat = 10; break;
case 2:
case 3:
case 4: max_stat = 9; break;
case 5: max_stat = 8; break;
case 6: max_stat = 7; break;
case 7: max_stat = 6; break;
}
if (!str_cmp(arg1,"skill"))
{
if (value < 0 || value > 200)
{
send_to_char("Please enter a value between 0 and 200.\n\r",ch);
return;
}
ch->pcdata->fake_skill = value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"stance"))
{
if (value < 0 || value > 200)
{
send_to_char("Please enter a value between 0 and 200.\n\r",ch);
return;
}
ch->pcdata->fake_stance = value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"hit") || !str_cmp(arg1,"hitroll"))
{
if (value < 0 || value > 1000)
{
send_to_char("Please enter a value between 0 and 1000.\n\r",ch);
return;
}
ch->pcdata->fake_hit = value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"dam") || !str_cmp(arg1,"damroll"))
{
if (value < 0 || value > 1000)
{
send_to_char("Please enter a value between 0 and 1000.\n\r",ch);
return;
}
ch->pcdata->fake_dam = value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"ac") || !str_cmp(arg1,"armour") || !str_cmp(arg1,"armor"))
{
send_to_char("Please use ac+ or ac- to choose a positive or negative value.\n\r",ch);
return;
}
if (!str_cmp(arg1,"ac+") || !str_cmp(arg1,"armour+") || !str_cmp(arg1,"armor+"))
{
if (value < 0 || value > 100)
{
send_to_char("Please enter a value between 0 and 100.\n\r",ch);
return;
}
ch->pcdata->fake_ac = value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"ac-") || !str_cmp(arg1,"armour-") || !str_cmp(arg1,"armor-"))
{
if (value < 1 || value > 2000)
{
send_to_char("Please enter a value between 1 and 2000.\n\r",ch);
return;
}
ch->pcdata->fake_ac = 0 - value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"hp") || !str_cmp(arg1,"hits"))
{
if (value < 1 || value > 30000)
{
send_to_char("Please enter a value between 1 and 30000.\n\r",ch);
return;
}
if (value > ch->pcdata->fake_max_hp)
{
send_to_char("You cannot have more hp than your max_hp.\n\r",ch);
return;
}
ch->pcdata->fake_hp = value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"max_hp") || !str_cmp(arg1,"max_hits"))
{
if (value < 1 || value > 30000)
{
send_to_char("Please enter a value between 1 and 30000.\n\r",ch);
return;
}
if (value < ch->pcdata->fake_hp)
{
send_to_char("You cannot have less max_hp than your hp.\n\r",ch);
return;
}
ch->pcdata->fake_max_hp = value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"vitality"))
{
if (value < 1 || value > 30000)
{
send_to_char("Please enter a value between 1 and 30000.\n\r",ch);
return;
}
if (value > ch->pcdata->fake_max_move)
{
send_to_char("You cannot have more vitality than your max_vatality.\n\r",ch);
return;
}
ch->pcdata->fake_move = value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"max_vitality"))
{
if (value < 1 || value > 30000)
{
send_to_char("Please enter a value between 1 and 30000.\n\r",ch);
return;
}
if (value < ch->pcdata->fake_max_move)
{
send_to_char("You cannot have less max_vitality than your vatality.\n\r",ch);
return;
}
ch->pcdata->fake_max_move = value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"str") || !str_cmp(arg1,"strength"))
{
if (value < 3 || value > max_stat)
{
sprintf(buf, "Please enter a value between 3 and %d.\n\r", max_stat);
send_to_char(buf, ch);
return;
}
ch->pcdata->fake_stats[STAT_STR] = value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"int") || !str_cmp(arg1,"intelligence"))
{
if (value < 3 || value > max_stat)
{
sprintf(buf, "Please enter a value between 3 and %d.\n\r", max_stat);
send_to_char(buf, ch);
return;
}
ch->pcdata->fake_stats[STAT_INT] = value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"wis") || !str_cmp(arg1,"wisdom"))
{
if (value < 3 || value > max_stat)
{
sprintf(buf, "Please enter a value between 3 and %d.\n\r", max_stat);
send_to_char(buf, ch);
return;
}
ch->pcdata->fake_stats[STAT_WIS] = value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"dex") || !str_cmp(arg1,"dexterity"))
{
if (value < 3 || value > max_stat)
{
sprintf(buf, "Please enter a value between 3 and %d.\n\r", max_stat);
send_to_char(buf, ch);
return;
}
ch->pcdata->fake_stats[STAT_DEX] = value;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"con") || !str_cmp(arg1,"constitution"))
{
if (value < 3 || value > max_stat)
{
sprintf(buf, "Please enter a value between 3 and %d.\n\r", max_stat);
send_to_char(buf, ch);
return;
}
ch->pcdata->fake_stats[STAT_CON] = value;
send_to_char("Ok.\n\r",ch);
return;
}
send_to_char("You can set: Skill, Stance, Str, Int, Wis, Dex, Con, Hit, Dam, Ac,\n\r",ch);
send_to_char("Hp, Max_Hp, Vitality, Max_Vitality.\n\r",ch);
return;
}
void do_scry( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *victimroom;
DESCRIPTOR_DATA *d;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
bool found = FALSE;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_DEMON(ch))
{
if (!IS_SET(ch->pcdata->disc[C_POWERS], DEM_SCRY))
{
send_to_char("You haven't been granted the gift of scry.\n\r",ch);
return;
}
}
else if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_HIGHLANDER(ch)
&& !IS_ITEMAFF(ch, ITEMA_VISION) && !IS_WEREWOLF(ch) && !IS_DEMON(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
else if ( get_auspice(ch, AUSPICE_PHILODOX) < 3 &&
get_disc(ch, DISC_AUSPEX) < 5 && !IS_ITEMAFF(ch, ITEMA_VISION) )
{
if ( IS_ABOMINATION(ch) )
send_to_char("You require level 3 Philodox or level 5 Auspex to Scry.\n\r",ch);
else if ( IS_WEREWOLF(ch) )
send_to_char("You require the level 3 Philodox power to use Scent of Beyond.\n\r",ch);
else if ( IS_DEMON(ch) )
send_to_char("You require Supreme Vision to use Scry.\n\r",ch);
else
send_to_char("You require level 5 Auspex to use Scry.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char("You close your eyes and mentally survey the surrounding area.\n\r",ch);
act("$n closes $s eyes and a look of concentration crosses $s face.",ch,NULL,NULL,TO_ROOM);
for ( d = descriptor_list; d != NULL; d = d->next )
{
if ( d->connected != CON_PLAYING ) continue;
if ( (victim = d->character) == NULL ) continue;
if ( IS_NPC(victim) || victim->in_room == NULL ) continue;
if ( victim == ch ) continue;
if ( !can_see(ch,victim) ) continue;
if ( IS_AFFECTED(victim, AFF_POLYMORPH) )
sprintf(buf,"%s: ", victim->morph);
else
sprintf(buf,"%s: ", victim->name);
send_to_char(buf,ch);
if (!IS_IMMUNE(victim,IMM_SHIELDED) )
sprintf(buf,"%s.\n\r", victim->in_room->name);
else
sprintf(buf,"(shielded).\n\r");
send_to_char(buf,ch);
found = TRUE;
}
if (!found) send_to_char("You cannot seem to locate anyone.\n\r",ch);
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "You are unable to locate them.\n\r", ch );
return;
}
if (!IS_NPC(victim) && IS_IMMUNE(victim,IMM_SHIELDED) && !IS_ITEMAFF(ch, ITEMA_VISION))
{
send_to_char("You are unable to locate them.\n\r",ch);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Scry on you.",ch,NULL,victim,TO_VICT);
}
return;
}
chroom = ch->in_room;
victimroom = victim->in_room;
char_from_room(ch);
char_to_room(ch,victimroom);
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_AFFECTED(victim, AFF_SHADOWPLANE)))
{
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
do_look(ch,"auto");
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && (IS_AFFECTED(victim, AFF_SHADOWPLANE)))
{
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
do_look(ch,"auto");
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
}
else
do_look(ch,"auto");
char_from_room(ch);
char_to_room(ch,chroom);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just used Scry on you.",ch,NULL,victim,TO_VICT);
}
return;
}
DO_COM( do_readaura )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
int con_hit, con_dam, con_ac, con_hp, con_mana, con_move;
int con_str, con_int, con_dex, con_wis, con_con;
int con_max_hp, con_max_mana, con_max_move;
bool ignore_shield = FALSE;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( get_disc(ch,DISC_AUSPEX) < 2
&& get_tribe(ch,TRIBE_UKTENA) < 3
&& get_auspice(ch,AUSPICE_THEURGE) < 5
&& !IS_HIGHLANDER(ch)
&& !IS_ITEMAFF(ch,ITEMA_VISION))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Read the aura on what?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "Read the aura on what?\n\r", ch );
return;
}
if ( get_disc( ch, DISC_AUSPEX ) < 2
&& get_tribe( ch, TRIBE_UKTENA ) < 3
&& !IS_HIGHLANDER(ch)
&& !IS_ITEMAFF(ch,ITEMA_VISION) )
{
act( "You are unable to read the aura of $p.",ch,obj,NULL,TO_CHAR);
return;
}
spell_identify( skill_lookup( "identify" ), ch->level, ch, obj );
return;
}
if ( get_disc( ch, DISC_AUSPEX ) < 2
&& get_auspice( ch, AUSPICE_THEURGE ) < 5
&& !IS_HIGHLANDER(ch)
&& !IS_ITEMAFF(ch,ITEMA_VISION))
{
act( "You are unable to read $S aura.",ch,NULL,victim,TO_CHAR);
return;
}
if ( IS_ITEMAFF( ch, ITEMA_VISION )
|| get_auspice( ch, AUSPICE_THEURGE ) > 4 || IS_HIGHLANDER(ch))
ignore_shield = TRUE;
if (!IS_NPC(victim)
&& (IS_IMMUNE(victim,IMM_SHIELDED))
&& !ignore_shield)
{
send_to_char("You are unable to read their aura.\n\r",ch);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act4("$n just failed to use Read Aura on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if ( !IS_ITEMAFF( ch, ITEMA_VISION ) )
ignore_shield = FALSE;
act("$n examines $N intently.",ch,NULL,victim,TO_NOTVICT);
act("$n examines you intently.",ch,NULL,victim,TO_VICT);
if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_FAKE_CON) && !ignore_shield)
{
con_hit = victim->pcdata->fake_hit;
con_dam = victim->pcdata->fake_dam;
con_ac = victim->pcdata->fake_ac;
con_str = victim->pcdata->fake_stats[STAT_STR];
con_int = victim->pcdata->fake_stats[STAT_INT];
con_wis = victim->pcdata->fake_stats[STAT_WIS];
con_dex = victim->pcdata->fake_stats[STAT_DEX];
con_con = victim->pcdata->fake_stats[STAT_CON];
con_hp = victim->pcdata->fake_hp;
con_mana = victim->pcdata->fake_mana;
con_move = victim->pcdata->fake_move;
con_max_hp = victim->pcdata->fake_max_hp;
con_max_mana = victim->pcdata->fake_max_mana;
con_max_move = victim->pcdata->fake_max_move;
}
else
{
con_hit = char_hitroll(victim);
con_dam = char_damroll(victim);
con_ac = char_ac(victim);
con_str = get_curr_str(victim);
con_int = get_curr_int(victim);
con_wis = get_curr_wis(victim);
con_dex = get_curr_dex(victim);
con_con = get_curr_con(victim);
con_hp = victim->hit;
con_mana = victim->mana;
con_move = victim->move;
con_max_hp = victim->max_hit;
con_max_mana = victim->max_mana;
con_max_move = victim->max_move;
}
if (IS_NPC(victim)) sprintf(buf, "%s is an NPC.\n\r",victim->short_descr);
else
{
if (victim->level == 12) sprintf(buf, "%s is an Implementor.\n\r", victim->name);
else if (victim->level == 11) sprintf(buf, "%s is a High Judge.\n\r", victim->name);
else if (victim->level == 10) sprintf(buf, "%s is a Judge.\n\r", victim->name);
else if (victim->level == 9 ) sprintf(buf, "%s is an Enforcer.\n\r", victim->name);
else if (victim->level == 8 ) sprintf(buf, "%s is a Quest Maker.\n\r", victim->name);
else if (victim->level == 7 ) sprintf(buf, "%s is a Builder.\n\r", victim->name);
else if (victim->level >= 3 ) sprintf(buf, "%s is an Avatar.\n\r", victim->name);
else sprintf(buf, "%s is a Mortal.\n\r", victim->name);
}
send_to_char(buf,ch);
sprintf( buf, "Str: %d. Int: %d. Wis: %d. Dex: %d. Con: %d.\n\r",
con_str, con_int, con_wis, con_dex, con_con);
send_to_char( buf, ch );
if (IS_MAGE(victim))
{
sprintf(buf,"Hp: %d/%d, Mana: %d/%d, Vitality: %d/%d.\n\r",
con_hp, con_max_hp, con_mana, con_max_mana, con_move, con_max_move);
}
else
{
sprintf(buf,"Hp: %d/%d, Vitality: %d/%d.\n\r",
con_hp, con_max_hp, con_move, con_max_move);
}
send_to_char(buf,ch);
sprintf(buf,"Hitroll: %d, Damroll: %d, AC: %d.\n\r",
con_hit, con_dam, con_ac);
send_to_char(buf,ch);
if (!IS_NPC(victim))
{
sprintf(buf,"Status: %d, ",victim->race);
send_to_char(buf,ch);
}
sprintf(buf,"Alignment: %d.\n\r",victim->alignment);
send_to_char(buf,ch);
if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT))
act("$N is pregnant.",ch,NULL,victim,TO_CHAR);
if (!IS_NPC(victim) && IS_VAMPIRE(victim) && victim->pcdata->diableries[DIAB_EVER] >= 5)
act("$N's soul is permanently stained with multiple diablerie.",ch,NULL,victim,TO_CHAR);
else if (!IS_NPC(victim) && IS_VAMPIRE(victim) && victim->pcdata->diableries[DIAB_TIME] > 0)
act("$N has recently committed diablerie.",ch,NULL,victim,TO_CHAR);
if (!IS_NPC(victim) && IS_MORE(victim, MORE_INFORM))
{
if (ch->pcdata->lie == LIE_TRUE)
act("$N has recently lied.",ch,NULL,victim,TO_CHAR);
else
act("$N has recently spoken truthfully.",ch,NULL,victim,TO_CHAR);
}
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act4("$n just used Read Aura on you.",ch,NULL,victim,TO_VICT);
}
return;
}
void do_mortalvamp( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int disc;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_VAMPIRE(ch) || IS_GHOUL(ch))
{
for ( disc = DISC_ANIMALISM; disc <= DISC_VICISSITUDE; disc++ )
ch->pcdata->powers_mod[disc] += 10;
if (IS_EXTRA(ch, EXTRA_NO_ACTION))
{
if (IS_MORE(ch, MORE_PROJECTION)) do_projection(ch,"");
}
if (IS_VAMPAFF(ch,VAM_EARTHMELDED) ) do_earthmeld(ch,"");
if (IS_MORE(ch, MORE_MUMMIFIED)) do_mummify(ch,"");
if (IS_MORE(ch, MORE_PLASMA)) do_plasmaform(ch,"");
if (IS_MORE(ch, MORE_ASHES)) do_ashes(ch,"");
if (IS_EXTRA(ch, EXTRA_AWE)) do_awe(ch,"");
if (IS_MORE(ch, MORE_GUARDIAN)) do_spiritguardian(ch,"");
if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,"");
if (get_disc(ch,DISC_AUSPEX) >= 3) do_unveil(ch,"self");
if (IS_POLYAFF(ch,POLY_ZULO) ) do_zuloform(ch,"");
if (IS_POLYAFF(ch,POLY_MASK) ) do_mask(ch,"self");
if (IS_POLYAFF(ch,POLY_TRUE) ) do_truedisguise(ch,"self");
if (IS_POLYAFF(ch,POLY_HAGS) ) do_mask(ch,"self");
if (IS_POLYAFF(ch,POLY_CHANGELING) ) do_mask(ch,"self");
if (IS_POLYAFF(ch,POLY_FLESHCRAFT) ) do_mask(ch,"self");
if (IS_POLYAFF(ch,POLY_BONECRAFT) ) do_mask(ch,"self");
if (IS_VAMPAFF(ch,VAM_CHANGED) ) do_change(ch,"human");
if (IS_POLYAFF(ch,POLY_SERPENT) ) do_serpent(ch,"");
if (IS_POLYAFF(ch,POLY_SHADOW) ) do_shadowbody(ch,"");
if (IS_VAMPAFF(ch,VAM_DISGUISED) )
{
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->vampaff, VAM_DISGUISED);
REMOVE_BIT(ch->extra, EXTRA_VICISSITUDE);
REMOVE_BIT(ch->polyaff, POLY_SPIRIT);
free_string( ch->morph );
ch->morph = str_dup( "" );
free_string( ch->long_descr );
ch->morph = str_dup( "" );
}
if (IS_IMMUNE(ch,IMM_SHIELDED) ) do_shield(ch,"");
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) ) do_shadowplane(ch,"");
if (IS_VAMPAFF(ch,VAM_FANGS) ) do_fangs(ch,"");
if (IS_VAMPAFF(ch,VAM_CLAWS) ) do_claws(ch,"");
if (IS_MORE(ch, MORE_HAND_FLAME)) do_hand(ch,"");
if (IS_VAMPAFF(ch,VAM_SPIRITEYES) ) do_spiriteyes(ch,"");
if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) ) do_nightsight(ch,"");
if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) ) do_shadowsight(ch,"");
if (IS_SET(ch->act,PLR_HOLYLIGHT) ) do_truesight(ch,"");
if (IS_VAMPAFF(ch,VAM_OBFUSCATE) ) do_vanish(ch,"");
if (IS_MORE(ch, MORE_SILENCE)) do_silencedeath(ch,"");
if (IS_MORE(ch, MORE_DARKNESS)) do_shroudnight(ch,"");
if (IS_MORE(ch, MORE_REINA)) do_reina(ch,"");
if (IS_MORE(ch, MORE_OBEAH)) {ch->pcdata->obeah = 0; do_obeah(ch,"");}
if (IS_MORE(ch, MORE_NEUTRAL)) do_neutral(ch,"");
ch->pcdata->wolf = 0;
for ( disc = DISC_ANIMALISM; disc <= DISC_VICISSITUDE; disc++ )
ch->pcdata->powers_mod[disc] -= 10;
}
return;
}
void do_shield( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (get_disc(ch,DISC_OBFUSCATE) < 4 && get_tribe(ch, TRIBE_SILVER_FANGS) < 4)
{
if ( IS_ABOMINATION(ch) )
send_to_char("You require level 4 Obfuscate or Silver Fangs to Shield your aura.\n\r",ch);
else if ( IS_WEREWOLF(ch) )
send_to_char("You require level 4 Silver Fangs to Shield your aura.\n\r",ch);
else
send_to_char("You require level 4 Obfuscate to Shield your aura.\n\r",ch);
return;
}
if (!IS_IMMUNE(ch,IMM_SHIELDED) )
{
send_to_char("You shield your aura from those around you.\n\r",ch);
SET_BIT(ch->immune, IMM_SHIELDED);
return;
}
send_to_char("You stop shielding your aura.\n\r",ch);
REMOVE_BIT(ch->immune, IMM_SHIELDED);
return;
}
void do_serpent( CHAR_DATA *ch, char *argument )
{
char buf [MAX_STRING_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (get_disc(ch,DISC_SERPENTIS) < 3)
{
send_to_char("You require level 3 Serpentis to transform into Serpent Form.\n\r",ch);
return;
}
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
if (!IS_POLYAFF(ch,POLY_SERPENT))
{
send_to_char( "You cannot polymorph from this form.\n\r", ch );
return;
}
act( "You transform back into human.", ch, NULL, NULL, TO_CHAR );
act( "$n transforms into human form.", ch, NULL, NULL, TO_ROOM );
REMOVE_BIT(ch->polyaff, POLY_SERPENT);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
clear_stats(ch);
free_string( ch->morph );
ch->morph = str_dup( "" );
return;
}
SET_BIT(ch->polyaff, POLY_SERPENT);
clear_stats(ch);
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
act( "You transform into a huge serpent.", ch, NULL, NULL, TO_CHAR );
act( "$n transforms into a huge serpent.", ch, NULL, NULL, TO_ROOM );
SET_BIT(ch->affected_by, AFF_POLYMORPH);
sprintf(buf, "%s the huge serpent", ch->name);
free_string( ch->morph );
ch->morph = str_dup( buf );
return;
}
void poison_weapon( CHAR_DATA *ch, OBJ_DATA *obj )
{
if ( obj->item_type != ITEM_WEAPON )
{
send_to_char( "You can only poison weapons.\n\r", ch );
return;
}
if ( obj->value[0] != 0 )
{
send_to_char( "This weapon cannot be poisoned.\n\r", ch );
return;
}
act("You run your long serpentine tongue along $p, poisoning it.",ch,obj,NULL,TO_CHAR);
act("$n runs $s long serpentine tongue along $p, poisoning it.",ch,obj,NULL,TO_ROOM);
obj->value[0] = 53;
return;
}
void do_regenerate( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int regen;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->wolf > 0 && !IS_ABOMINATION(ch))
{
send_to_char("You cannot control your regenerative powers while the beast is so strong.\n\r",ch);
return;
}
if ( ch->pcdata->regenerate > 0 )
{
send_to_char("You stop your body regenerating.\n\r",ch);
ch->pcdata->regenerate = 0;
return;
}
if (ch->blood[BLOOD_CURRENT] < 10)
{
send_to_char("You have insufficient blood to regenerate.\n\r",ch);
return;
}
if (ch->hit >= ch->max_hit && ch->move >= ch->max_move)
{
send_to_char("Your body doesn't require regeneration.\n\r",ch);
return;
}
if ( arg[0] == '\0' ) regen = 1;
else if ( ( regen = is_number(arg) ? atoi(arg) : 1 ) < 1 || regen > 10 )
{
send_to_char("Please enter a number between 1 and 10.\n\r",ch);
return;
}
ch->pcdata->regenerate = regen;
send_to_char("You begin regenerating yourself.\n\r",ch);
return;
}
void werewolf_regen( CHAR_DATA *ch )
{
bool mesg = TRUE;
int regen_hp, regen_max;
if (IS_NPC(ch)) return;
if (ch->hit < 1 )
{
ch->hit += number_range(1,3);
update_pos(ch);
}
else
{
if ( !IS_VAMPIRE( ch ) && !IS_GHOUL( ch ) )
ch->blood[BLOOD_CURRENT] = UMIN(ch->blood[BLOOD_CURRENT] + (ch->blood[BLOOD_CURRENT] * 0.05), ch->blood[BLOOD_POOL]);
if (ch->hit >= ch->max_hit)
{
mesg = FALSE;
ch->move = UMIN(ch->move + (ch->max_move * 0.05), ch->max_move);
ch->mana = UMIN(ch->mana + (ch->max_mana * 0.05), ch->max_mana);
}
else if (ch->max_hit > 0)
{
regen_hp = ch->max_hit * 0.05;
if (ch->agg < 0) ch->agg = 0; else if (ch->agg > 100) ch->agg = 100;
if (ch->agg > 0 && (ch->hit + regen_hp) >= (ch->max_hit * ((100 - ch->agg) * 0.01)))
{
if ((ch->hit + 1) < (ch->max_hit * ((100 - ch->agg) * 0.01)))
{
ch->hit = ch->max_hit * ((100 - ch->agg) * 0.01);
send_to_char("Your body has regenerated all non-aggravated damage.\n\r",ch);
}
else if (IS_VAMPIRE(ch))
{
if (ch->position == POS_FIGHTING)
{
send_to_char("You are unable to heal aggravated wounds while fighting.\n\r",ch);
ch->pcdata->regenerate = 0;
return;
}
else if (ch->pcdata->willpower[0] < 1)
{
send_to_char("You have insufficient willpower to heal your aggravated wounds.\n\r",ch);
ch->pcdata->regenerate = 0;
return;
}
ch->pcdata->willpower[0] -= 1;
ch->agg -= 10;
if (ch->agg < 0) ch->agg = 0;
if (ch->agg >= 100) ch->hit = 1;
else
{
regen_max = ch->max_hit * ((100 - ch->agg) * 0.01);
regen_hp = ch->max_hit * 0.05;
if (regen_hp > regen_max) regen_hp = regen_max;
ch->hit += regen_hp;
}
}
else
{
if (ch->position > POS_RESTING) return;
else if (ch->pcdata->willpower[0] < 1)
{
send_to_char("You have insufficient willpower to heal your aggravated wounds.\n\r",ch);
return;
}
ch->pcdata->willpower[0] -= 1;
ch->agg -= 10;
if (ch->agg < 0) ch->agg = 0;
if (ch->agg >= 100) ch->hit = 1;
else
{
regen_max = ch->max_hit * ((100 - ch->agg) * 0.01);
regen_hp = ch->max_hit * 0.05;
if (regen_hp > regen_max) regen_hp = regen_max;
ch->hit += regen_hp;
}
}
}
else ch->hit += ch->max_hit * 0.05;
}
ch->move = UMIN(ch->move + (ch->max_move * 0.05), ch->max_move);
/* Still not sure if mana should regenerate so fast... */
if ( !IS_MAGE( ch ) && !IS_ITEMAFF( ch, ITEMA_REGENERATE ) )
ch->mana = UMIN(ch->mana + (ch->max_mana * 0.05), ch->max_mana);
if ( ch->hit >= ch->max_hit &&
ch->mana >= ch->max_mana && ch->move >= ch->max_move )
{
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
if ( mesg )
send_to_char("Your body has completely regenerated itself.\n\r",ch);
if (IS_VAMPIRE(ch)) ch->pcdata->regenerate = 0;
}
}
return;
}
void reg_mend( CHAR_DATA *ch )
{
int ribs = 0;
int teeth = 0;
if (IS_BODY(ch,BROKEN_RIBS_1 )) ribs += 1;
if (IS_BODY(ch,BROKEN_RIBS_2 )) ribs += 2;
if (IS_BODY(ch,BROKEN_RIBS_4 )) ribs += 4;
if (IS_BODY(ch,BROKEN_RIBS_8 )) ribs += 8;
if (IS_BODY(ch,BROKEN_RIBS_16)) ribs += 16;
if (IS_HEAD(ch,LOST_TOOTH_1 )) teeth += 1;
if (IS_HEAD(ch,LOST_TOOTH_2 )) teeth += 2;
if (IS_HEAD(ch,LOST_TOOTH_4 )) teeth += 4;
if (IS_HEAD(ch,LOST_TOOTH_8 )) teeth += 8;
if (IS_HEAD(ch,LOST_TOOTH_16 )) teeth += 16;
if (ribs > 0)
{
if (IS_BODY(ch,BROKEN_RIBS_1 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_1);
if (IS_BODY(ch,BROKEN_RIBS_2 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_2);
if (IS_BODY(ch,BROKEN_RIBS_4 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_4);
if (IS_BODY(ch,BROKEN_RIBS_8 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_8);
if (IS_BODY(ch,BROKEN_RIBS_16))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_16);
ribs -= 1;
if (ribs >= 16) {ribs -= 16;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_16);}
if (ribs >= 8 ) {ribs -= 8;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_8);}
if (ribs >= 4 ) {ribs -= 4;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_4);}
if (ribs >= 2 ) {ribs -= 2;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_2);}
if (ribs >= 1 ) {ribs -= 1;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_1);}
act("One of $n's ribs snap back into place.",ch,NULL,NULL,TO_ROOM);
act("One of your ribs snap back into place.",ch,NULL,NULL,TO_CHAR);
}
else if (IS_HEAD(ch,LOST_EYE_L))
{
act("An eyeball appears in $n's left eye socket.",ch,NULL,NULL,TO_ROOM);
act("An eyeball appears in your left eye socket.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EYE_L);
}
else if (IS_HEAD(ch,LOST_EYE_R))
{
act("An eyeball appears in $n's right eye socket.",ch,NULL,NULL,TO_ROOM);
act("An eyeball appears in your right eye socket.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EYE_R);
}
else if (IS_HEAD(ch,LOST_EAR_L))
{
act("An ear grows on the left side of $n's head.",ch,NULL,NULL,TO_ROOM);
act("An ear grows on the left side of your head.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EAR_L);
}
else if (IS_HEAD(ch,LOST_EAR_R))
{
act("An ear grows on the right side of $n's head.",ch,NULL,NULL,TO_ROOM);
act("An ear grows on the right side of your head.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EAR_R);
}
else if (IS_HEAD(ch,LOST_NOSE))
{
act("A nose grows on the front of $n's face.",ch,NULL,NULL,TO_ROOM);
act("A nose grows on the front of your face.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_NOSE);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_NOSE);
}
else if (teeth > 0)
{
if (IS_HEAD(ch,LOST_TOOTH_1 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_1);
if (IS_HEAD(ch,LOST_TOOTH_2 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_2);
if (IS_HEAD(ch,LOST_TOOTH_4 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_4);
if (IS_HEAD(ch,LOST_TOOTH_8 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_8);
if (IS_HEAD(ch,LOST_TOOTH_16))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_16);
teeth -= 1;
if (teeth >= 16) {teeth -= 16;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_16);}
if (teeth >= 8 ) {teeth -= 8;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_8);}
if (teeth >= 4 ) {teeth -= 4;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_4);}
if (teeth >= 2 ) {teeth -= 2;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_2);}
if (teeth >= 1 ) {teeth -= 1;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_1);}
act("A missing tooth grows in your mouth.",ch,NULL,NULL,TO_CHAR);
act("A missing tooth grows in $n's mouth.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_HEAD(ch,BROKEN_NOSE))
{
act("$n's nose snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your nose snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_NOSE);
}
else if (IS_HEAD(ch,BROKEN_JAW))
{
act("$n's jaw snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your jaw snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_JAW);
}
else if (IS_HEAD(ch,BROKEN_SKULL))
{
act("$n's skull knits itself back together.",ch,NULL,NULL,TO_ROOM);
act("Your skull knits itself back together.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_SKULL);
}
else if (IS_BODY(ch,BROKEN_SPINE))
{
act("$n's spine knits itself back together.",ch,NULL,NULL,TO_ROOM);
act("Your spine knits itself back together.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_SPINE);
}
else if (IS_BODY(ch,BROKEN_NECK))
{
act("$n's neck snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your neck snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_NECK);
}
else if (IS_ARM_L(ch,LOST_ARM))
{
act("An arm grows from the stump of $n's left shoulder.",ch,NULL,NULL,TO_ROOM);
act("An arm grows from the stump of your left shoulder.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_ARM);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_ARM);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_HAND);
}
else if (IS_ARM_R(ch,LOST_ARM))
{
act("An arm grows from the stump of $n's right shoulder.",ch,NULL,NULL,TO_ROOM);
act("An arm grows from the stump of your right shoulder.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_ARM);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_ARM);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_HAND);
}
else if (IS_LEG_L(ch,LOST_LEG))
{
act("A leg grows from the stump of $n's left hip.",ch,NULL,NULL,TO_ROOM);
act("A leg grows from the stump of your left hip.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],LOST_LEG);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],BROKEN_LEG);
SET_BIT(ch->loc_hp[LOC_LEG_L],LOST_FOOT);
}
else if (IS_LEG_R(ch,LOST_LEG))
{
act("A leg grows from the stump of $n's right hip.",ch,NULL,NULL,TO_ROOM);
act("A leg grows from the stump of your right hip.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],LOST_LEG);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],BROKEN_LEG);
SET_BIT(ch->loc_hp[LOC_LEG_R],LOST_FOOT);
}
else if (IS_ARM_L(ch,BROKEN_ARM))
{
act("$n's left arm snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left arm snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_ARM);
}
else if (IS_ARM_R(ch,BROKEN_ARM))
{
act("$n's right arm snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right arm snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_ARM);
}
else if (IS_LEG_L(ch,BROKEN_LEG))
{
act("$n's left leg snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left leg snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],BROKEN_LEG);
}
else if (IS_LEG_R(ch,BROKEN_LEG))
{
act("$n's right leg snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right leg snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],BROKEN_LEG);
}
else if (IS_ARM_L(ch,LOST_HAND))
{
act("A hand grows from the stump of $n's left wrist.",ch,NULL,NULL,TO_ROOM);
act("A hand grows from the stump of your left wrist.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_HAND);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_THUMB);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_I);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_M);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_R);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_L);
}
else if (IS_ARM_R(ch,LOST_HAND))
{
act("A hand grows from the stump of $n's right wrist.",ch,NULL,NULL,TO_ROOM);
act("A hand grows from the stump of your right wrist.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_HAND);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_THUMB);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_I);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_M);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_R);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_L);
}
else if (IS_LEG_L(ch,LOST_FOOT))
{
act("A foot grows from the stump of $n's left ankle.",ch,NULL,NULL,TO_ROOM);
act("A foot grows from the stump of your left ankle.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],LOST_FOOT);
}
else if (IS_LEG_R(ch,LOST_FOOT))
{
act("A foot grows from the stump of $n's right ankle.",ch,NULL,NULL,TO_ROOM);
act("A foot grows from the stump of your right ankle.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],LOST_FOOT);
}
else if (IS_ARM_L(ch,LOST_THUMB))
{
act("A thumb slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("A thumb slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_THUMB);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_THUMB);
}
else if (IS_ARM_L(ch,BROKEN_THUMB))
{
act("$n's left thumb snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left thumb snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_THUMB);
}
else if (IS_ARM_L(ch,LOST_FINGER_I))
{
act("An index finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("An index finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_I);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_I))
{
act("$n's left index finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left index finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);
}
else if (IS_ARM_L(ch,LOST_FINGER_M))
{
act("A middle finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("A middle finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_M);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_M))
{
act("$n's left middle finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left middle finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);
}
else if (IS_ARM_L(ch,LOST_FINGER_R))
{
act("A ring finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("A ring finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_R);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_R))
{
act("$n's left ring finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left ring finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);
}
else if (IS_ARM_L(ch,LOST_FINGER_L))
{
act("A little finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("A little finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_L);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_L))
{
act("$n's left little finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left little finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);
}
else if (IS_ARM_R(ch,LOST_THUMB))
{
act("A thumb slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("A thumb slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_THUMB);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_THUMB);
}
else if (IS_ARM_R(ch,BROKEN_THUMB))
{
act("$n's right thumb snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right thumb snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_THUMB);
}
else if (IS_ARM_R(ch,LOST_FINGER_I))
{
act("An index finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("An index finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_I);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);
}
else if (IS_ARM_R(ch,BROKEN_FINGER_I))
{
act("$n's right index finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right index finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);
}
else if (IS_ARM_R(ch,LOST_FINGER_M))
{
act("A middle finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("A middle finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_M);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);
}
else if (IS_ARM_R(ch,BROKEN_FINGER_M))
{
act("$n's right middle finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right middle finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);
}
else if (IS_ARM_R(ch,LOST_FINGER_R))
{
act("A ring finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("A ring finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_R);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);
}
else if (IS_ARM_R(ch,BROKEN_FINGER_R))
{
act("$n's right ring finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right ring finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);
}
else if ( IS_ARM_R(ch,LOST_FINGER_L))
{
act("A little finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("A little finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_L);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);
}
else if ( IS_ARM_R(ch,BROKEN_FINGER_L))
{
act("$n's right little finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right little finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);
}
else if (IS_BODY(ch,CUT_CHEST) && !IS_BLEEDING(ch, BLEEDING_CHEST))
{
act("The wound in $n's chest closes up.",ch,NULL,NULL,TO_ROOM);
act("The wound in your chest closes up.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_CHEST);
}
else if (IS_BODY(ch,CUT_STOMACH) && !IS_BLEEDING(ch, BLEEDING_STOMACH))
{
act("The wound in $n's stomach closes up.",ch,NULL,NULL,TO_ROOM);
act("The wound in your stomach closes up.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_STOMACH);
}
else if (IS_BODY(ch,CUT_THROAT) && !IS_BLEEDING(ch, BLEEDING_THROAT))
{
act("The wound in $n's throat closes up.",ch,NULL,NULL,TO_ROOM);
act("The wound in your throat closes up.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_THROAT);
}
else if (IS_ARM_L(ch,SLIT_WRIST) && !IS_BLEEDING(ch, BLEEDING_WRIST_L))
{
act("The wound in $n's left wrist closes up.",ch,NULL,NULL,TO_ROOM);
act("The wound in your left wrist closes up.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],SLIT_WRIST);
}
else if (IS_ARM_R(ch,SLIT_WRIST) && !IS_BLEEDING(ch, BLEEDING_WRIST_R))
{
act("The wound in $n's right wrist closes up.",ch,NULL,NULL,TO_ROOM);
act("The wound in your right wrist closes up.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],SLIT_WRIST);
}
return;
}
void vamp_rage( CHAR_DATA *ch )
{
if (IS_NPC(ch) || !IS_VAMPIRE(ch)) return;
send_to_char("You scream with rage as the beast within consumes you!\n\r",ch);
act("$n screams with rage as $s inner beast consumes $m!.", ch, NULL, NULL, TO_ROOM);
if (ch->beast > 0) do_beastlike(ch,"");
if ( ch->pcdata->wolf >= (ch->beast * 0.5) ) return;
if (!IS_VAMPAFF(ch, VAM_NIGHTSIGHT) && get_disc(ch,DISC_PROTEAN) > 0)
do_nightsight(ch,"");
if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,"");
if (!IS_VAMPAFF(ch, VAM_CLAWS) && get_disc(ch,DISC_PROTEAN) > 1)
do_claws(ch,"");
send_to_char("You bare yours fangs and growl as your inner beast consumes you.\n\r",ch);
act("$n bares $s fangs and growls as $s inner beast consumes $m.",ch,NULL,NULL,TO_ROOM);
ch->pcdata->wolf += number_range(10,20);
WAIT_STATE(ch,12);
return;
}
void do_humanity( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (!IS_NPC(ch) && IS_VAMPIRE(ch) && ch->beast > 0
&& ch->beast < 100 && number_range(1, 500) <= ch->beast)
{
if (ch->beast == 1)
{
send_to_char("You have attained Golconda!\n\r", ch);
if (!IS_IMMUNE(ch, IMM_SUNLIGHT))
SET_BIT(ch->immune, IMM_SUNLIGHT);
}
else
send_to_char("You feel slightly more in control of your beast.\n\r", ch);
ch->beast -= 1;
}
return;
}
void do_beastlike( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (!IS_NPC(ch) && IS_VAMPIRE(ch) && !IS_ABOMINATION(ch) && ch->beast < 100
&& ch->beast > 0 && number_range(1, 500) <= ch->beast)
{
if (get_disc(ch, DISC_OBEAH) != 0) return;
if (ch->beast < 99)
send_to_char("You feel your beast take more control over your actions.\n\r", ch);
else
send_to_char("Your beast has fully taken over control of your actions!\n\r", ch);
ch->beast += 1;
if (get_disc(ch,DISC_PROTEAN) > 0 &&
!IS_VAMPAFF(ch, VAM_NIGHTSIGHT) ) do_nightsight(ch,"");
if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,"");
if (get_disc(ch,DISC_PROTEAN) > 1 &&
!IS_VAMPAFF(ch, VAM_CLAWS) ) do_claws(ch,"");
}
return;
}
void do_feed( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
int blood;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_ARM_L(ch, SLIT_WRIST) && !IS_ARM_R(ch, SLIT_WRIST))
{
send_to_char("First you need to SLIT your wrist.\n\r",ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Who do you wish to feed?\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r",ch);
return;
}
if ((IS_GHOUL(victim) || victim->class == CLASS_NONE || IS_MAGE(victim)) &&
victim->blood[0] <= 25)
{
if (!IS_HERO(victim))
send_to_char("Blood does them no good at all.\n\r",ch);
else
do_bite(ch, victim->name);
return;
}
else if (!IS_VAMPIRE(victim) && !IS_GHOUL(victim) &&
victim->class != CLASS_NONE)
{
send_to_char("Blood does them no good at all.\n\r",ch);
return;
}
if (ch == victim)
{
send_to_char("There is no point in feeding yourself blood!\n\r",ch);
return;
}
if (!IS_IMMUNE(victim, IMM_VAMPIRE))
{
send_to_char("They refuse to drink your blood.\n\r",ch);
return;
}
if ( ch->blood[BLOOD_CURRENT] < (10 * ch->blood[BLOOD_POTENCY]))
{
send_to_char("You don't have enough blood.\n\r",ch);
return;
}
act("You feed $N some blood from your open wrist.",ch,NULL,victim,TO_CHAR);
act("$n feeds $N some blood from $s open wrist.",ch,NULL,victim,TO_NOTVICT);
if (victim->position < POS_RESTING)
send_to_char("You feel some blood poured down your throat.\n\r",victim);
else
act("$n feeds you some blood from $s open wrist.", ch, NULL, victim, TO_VICT);
blood = number_range(5,10) * ch->blood[BLOOD_POTENCY];
ch->blood[BLOOD_CURRENT] -= blood;
victim->blood[BLOOD_CURRENT] += blood;
if (victim->blood[BLOOD_CURRENT] >= victim->blood[BLOOD_POOL])
{
victim->blood[BLOOD_CURRENT] = victim->blood[BLOOD_POOL];
if (IS_VAMPIRE(victim))
send_to_char("Your blood lust is sated.\n\r",victim);
}
if (IS_HERO(victim) && (victim->class == CLASS_NONE || IS_GHOUL(victim)))
{
power_ghoul(ch, victim);
if (!IS_NPC(victim) && victim->pcdata->dpoints < (ch->blood[2] * 1000))
{
if (!IS_VAMPIRE(ch)) victim->pcdata->dpoints += (blood * 60);
if (victim->pcdata->dpoints > (ch->blood[2] * 100))
victim->pcdata->dpoints = (ch->blood[2] * 100);
}
}
return;
}
void do_upkeep( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
char buf2 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_ANGEL(ch))
{
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char(" -= Angel upkeep =-\n\r",ch);
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
if (ch->pcdata->disc[C_POWERS] < 1 && get_disc(ch, DISC_AUSPEX) < 1)
send_to_char("You have no angelic powers.\n\r",ch);
switch ( get_disc(ch, DISC_AUSPEX) )
{
default: break;
case 1: send_to_char("You have Basic Angelic Vision.\n\r",ch); break;
case 2: send_to_char("You have Intermediate Angelic Vision.\n\r",ch); break;
case 3: send_to_char("You have Advanced Angelic Vision.\n\r",ch); break;
case 4: send_to_char("You have Expert Angelic Vision.\n\r",ch); break;
case 5: send_to_char("You have Supreme Angelic Vision.\n\r",ch); break;
}
switch ( get_disc(ch, DISC_OBEAH) )
{
default: break;
case 1: send_to_char("You have Basic Obeah.\n\r",ch); break;
case 2: send_to_char("You have Intermediate Obeah.\n\r",ch); break;
case 3: send_to_char("You have Advanced Obeah.\n\r",ch); break;
case 4: send_to_char("You have Expert Obeah.\n\r",ch); break;
case 5: send_to_char("You have Supreme Obeah.\n\r",ch); break;
}
if (IS_POLYAFF(ch, POLY_ZULO))
sprintf(buf,"You are in Angel Form.\n\r");
if (IS_MORE(ch, MORE_GUARDIAN))
sprintf(buf,"You have a little cherub perched on your shoulder.\n\r");
if ( IS_DEMPOWER(ch,DEM_FANGS) )
{
if (IS_VAMPAFF(ch, VAM_FANGS)) send_to_char("You have a pair of long pointed fangs extending from your gums.\n\r",ch);
else send_to_char("You have a pair of long pointed fangs, but they are not currently extended.\n\r",ch);
}
if ( IS_DEMPOWER(ch,DEM_CLAWS) )
{
if (IS_VAMPAFF(ch, VAM_CLAWS)) send_to_char("You have a pair of razor sharp claws extending from your fingers.\n\r",ch);
else send_to_char("You have a pair of razor sharp claws, but they are not currently extended.\n\r",ch);
}
if ( IS_MOD(ch,MOD_HORNS) )
send_to_char("You have a pair of curved horns extending from your forehead.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_HOOVES) )
{
if (IS_DEMAFF(ch, DEM_HOOVES)) send_to_char("You have hooves instead of feet.\n\r",ch);
else send_to_char("You are able to transform your feet into hooves at will.\n\r",ch);
}
if ( IS_DEMPOWER(ch,DEM_EYES) )
{
if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) send_to_char("Your eyes are glowing bright blue, allowing you to see in the dark.\n\r",ch);
else send_to_char("You are able to see in the dark, although that power is not currently activated.\n\r",ch);
}
if ( IS_DEMPOWER(ch,DEM_WINGS) )
{
if (!IS_DEMAFF(ch, DEM_WINGS)) send_to_char("You have the ability to extend wings from your back.\n\r",ch);
else if (IS_DEMAFF(ch, DEM_UNFOLDED)) send_to_char("You have a pair of white feathered wings unfolded behind your back.\n\r",ch);
else send_to_char("You have a pair of white feathered wings folded behind your back.\n\r",ch);
}
if ( IS_DEMPOWER(ch,DEM_MIGHT) )
send_to_char("Your muscles ripple with supernatural strength.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_TOUGH) )
send_to_char("Your skin reflects blows with supernatural toughness.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_SPEED) )
send_to_char("You move with supernatural speed and grace.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_TRAVEL) )
send_to_char("You are able to travel to other angels at will.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_SCRY) )
send_to_char("You are able to scry over great distances at will.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_SHADOWSIGHT) )
{
if (IS_AFFECTED(ch, AFF_SHADOWSIGHT)) send_to_char("You are able see things in the Umbra.\n\r",ch);
else send_to_char("You are able to view the Umbra, although you are not currently doing so.\n\r",ch);
}
if (IS_VAMPAFF(ch, VAM_OBFUSCATE))
send_to_char("You are concealed with Obfuscate.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_EYESPY) )
send_to_char("You have the ability to create Eyespy's.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_FIREWALL) )
send_to_char("You have the ability to summon Firewalls.\n\r",ch);
if (IS_MORE(ch,MORE_HAND_FLAME) )
send_to_char("Your hands are infused with the Might of God.\n\r",ch);
}
else if (IS_DEMON(ch))
{
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
if (IS_NEPHANDI(ch))
send_to_char(" -= Nephandi upkeep =-\n\r",ch);
else if (IS_BAALI(ch))
send_to_char(" -= Baali upkeep =-\n\r",ch);
else if (IS_BLACK_SPIRAL_DANCER(ch))
send_to_char(" -= Black Spiral Dancer upkeep =-\n\r",ch);
else
send_to_char(" -= Demon upkeep =-\n\r",ch);
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
if (ch->pcdata->disc[C_POWERS] < 1 && get_disc(ch, DISC_AUSPEX) < 1)
send_to_char("You have no demonic powers.\n\r",ch);
switch ( get_disc(ch, DISC_AUSPEX) )
{
default: break;
case 1: send_to_char("You have Basic Demonic Vision.\n\r",ch); break;
case 2: send_to_char("You have Intermediate Demonic Vision.\n\r",ch); break;
case 3: send_to_char("You have Advanced Demonic Vision.\n\r",ch); break;
case 4: send_to_char("You have Expert Demonic Vision.\n\r",ch); break;
case 5: send_to_char("You have Supreme Demonic Vision.\n\r",ch); break;
}
switch ( get_disc(ch, DISC_DAIMOINON) )
{
default: break;
case 1: send_to_char("You have Basic Daimoinon.\n\r",ch); break;
case 2: send_to_char("You have Intermediate Daimoinon.\n\r",ch); break;
case 3: send_to_char("You have Advanced Daimoinon.\n\r",ch); break;
case 4: send_to_char("You have Expert Daimoinon.\n\r",ch); break;
case 5: send_to_char("You have Supreme Daimoinon.\n\r",ch); break;
}
if (IS_POLYAFF(ch, POLY_ZULO))
sprintf(buf,"You are in Demon Form.\n\r");
if (IS_MORE(ch, MORE_GUARDIAN))
sprintf(buf,"You have a little imp perched on your shoulder.\n\r");
if ( IS_DEMPOWER(ch,DEM_FANGS) )
{
if (IS_VAMPAFF(ch, VAM_FANGS)) send_to_char("You have a pair of long pointed fangs extending from your gums.\n\r",ch);
else send_to_char("You have a pair of long pointed fangs, but they are not currently extended.\n\r",ch);
}
if ( IS_DEMPOWER(ch,DEM_CLAWS) )
{
if (IS_VAMPAFF(ch, VAM_CLAWS)) send_to_char("You have a pair of razor sharp claws extending from your fingers.\n\r",ch);
else send_to_char("You have a pair of razor sharp claws, but they are not currently extended.\n\r",ch);
}
if ( IS_MOD(ch,MOD_HORNS) )
send_to_char("You have a pair of curved horns extending from your forehead.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_HOOVES) )
{
if (IS_DEMAFF(ch, DEM_HOOVES)) send_to_char("You have hooves instead of feet.\n\r",ch);
else send_to_char("You are able to transform your feet into hooves at will.\n\r",ch);
}
if ( IS_DEMPOWER(ch,DEM_EYES) )
{
if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) send_to_char("Your eyes are glowing bright red, allowing you to see in the dark.\n\r",ch);
else send_to_char("You are able to see in the dark, although that power is not currently activated.\n\r",ch);
}
if ( IS_DEMPOWER(ch,DEM_WINGS) )
{
if (!IS_DEMAFF(ch, DEM_WINGS)) send_to_char("You have the ability to extend wings from your back.\n\r",ch);
else if (IS_DEMAFF(ch, DEM_UNFOLDED)) send_to_char("You have a pair of large leathery wings unfolded behind your back.\n\r",ch);
else send_to_char("You have a pair of large leathery wings folded behind your back.\n\r",ch);
}
if ( IS_DEMPOWER(ch,DEM_MIGHT) )
send_to_char("Your muscles ripple with supernatural strength.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_TOUGH) )
send_to_char("Your skin reflects blows with supernatural toughness.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_SPEED) )
send_to_char("You move with supernatural speed and grace.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_TRAVEL) )
send_to_char("You are able to travel to other demons at will.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_SCRY) )
send_to_char("You are able to scry over great distances at will.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_SHADOWSIGHT) )
{
if (IS_AFFECTED(ch, AFF_SHADOWSIGHT)) send_to_char("You are able see things in the Umbra.\n\r",ch);
else send_to_char("You are able to view the Umbra, although you are not currently doing so.\n\r",ch);
}
if (IS_VAMPAFF(ch, VAM_OBFUSCATE))
send_to_char("You are concealed with Obfuscate.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_EYESPY) )
send_to_char("You have the ability to create Eyespy's.\n\r",ch);
if ( IS_DEMPOWER(ch,DEM_FIREWALL) )
send_to_char("You have the ability to summon Firewalls.\n\r",ch);
if (IS_MORE(ch,MORE_HAND_FLAME) )
send_to_char("Your hands are engulfed in burning flames.\n\r",ch);
}
else if (IS_VAMPIRE(ch) || IS_GHOUL(ch))
{
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
if (IS_ABOMINATION(ch))
send_to_char(" -= Abomination upkeep =-\n\r",ch);
else if (IS_LICH(ch))
send_to_char(" -= Lich upkeep =-\n\r",ch);
else if (IS_SKINDANCER(ch))
send_to_char(" -= Skindancer upkeep =-\n\r",ch);
else
send_to_char(" -= Vampire upkeep =-\n\r",ch);
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char("You must spend 1 blood per tick or you may well enter Frenzy.\n\r",ch);
if (ch->pcdata->regenerate > 0 )
{
sprintf(buf,"You will attempt to regenerate %d more time%s\n\r",
ch->pcdata->regenerate,
ch->pcdata->regenerate > 1 ? "s." : ".");
send_to_char(buf,ch);
}
if (ch->pcdata->celerity > 0 )
{
sprintf(buf,"Your are infused with %d %s of Celerity.\n\r",
ch->pcdata->celerity,
ch->pcdata->celerity == 1 ? "second" : "seconds");
send_to_char(buf,ch);
}
if (strlen(ch->pcdata->conding) > 1 )
{
if (IS_MORE(ch, MORE_LOYAL))
sprintf(buf,"You have been conditioned by %s and are loyal.\n\r", ch->pcdata->conding);
else
sprintf(buf,"You have been conditioned by %s.\n\r", ch->pcdata->conding);
send_to_char(buf,ch);
}
if (strlen(ch->pcdata->love) > 1 )
{
sprintf(buf,"You are in love with %s.\n\r", ch->pcdata->love);
send_to_char(buf,ch);
}
if (get_disc(ch,DISC_OBEAH) != 0)
{
if (IS_MORE(ch, MORE_OBEAH))
{
if (ch->pcdata->obeah > 0)
send_to_char("Your third eye is open and glowing brightly.\n\r",ch);
else
send_to_char("Your third eye is open.\n\r",ch);
}
else
send_to_char("Your third eye is closed.\n\r",ch);
}
if (get_disc(ch,DISC_PROTEAN) > 5)
send_to_char("Your Flesh is as hard as Marble.\n\r",ch);
if (get_disc(ch,DISC_DAIMOINON) > 5)
send_to_char("You are immune to heat and fire.\n\r",ch);
if (get_disc(ch,DISC_VICISSITUDE) > 5)
send_to_char("Your blood is a deadly acid.\n\r",ch);
if (IS_MORE(ch, MORE_EVILEYE))
send_to_char("Your Evil Eye is on.\n\r",ch);
if (IS_MORE(ch, MORE_ANIMAL_MASTER))
send_to_char("You appear very attractive to animals.\n\r",ch);
if (IS_VAMPAFF(ch, VAM_OBFUSCATE))
send_to_char("You are concealed with Obfuscate.\n\r",ch);
if (IS_EXTRA(ch, EXTRA_FAKE_CON))
send_to_char("Your Soul Mask is up.\n\r",ch);
if (IS_ITEMAFF(ch,ITEMA_PEACE) )
send_to_char("Your Majesty is up.\n\r",ch);
if (IS_EXTRA(ch,EXTRA_AWE) )
send_to_char("You appear very awe-inspiring.\n\r",ch);
if (IS_MORE(ch,MORE_GUARDIAN) )
send_to_char("Your Spirit Guardian is with you.\n\r",ch);
if (IS_MORE(ch,MORE_COURAGE) )
send_to_char("You are feeling very brave.\n\r",ch);
if (IS_MORE(ch,MORE_ANGER) )
send_to_char("You are feeling very angry.\n\r",ch);
if (IS_MORE(ch,MORE_CALM) )
send_to_char("You are feeling very lazy.\n\r",ch);
if (IS_VAMPAFF(ch,VAM_DISGUISED) )
{
if (IS_POLYAFF(ch, POLY_ZULO))
sprintf(buf,"You are in Zulo Form.\n\r");
else if (IS_POLYAFF(ch, POLY_SPIRIT))
sprintf(buf,"You are in Spiritform.\n\r");
else if (IS_EXTRA(ch, EXTRA_VICISSITUDE))
sprintf(buf,"Your features look like %s.\n\r",ch->morph);
else if (IS_POLYAFF(ch, POLY_TRUE))
sprintf(buf,"You are True Disguised as %s.\n\r",ch->morph);
else if (IS_POLYAFF(ch, POLY_CHANGELING))
sprintf(buf,"You are Changed to look like %s.\n\r",ch->morph);
else if (IS_POLYAFF(ch, POLY_FLESHCRAFT))
sprintf(buf,"You are Fleshcrafted to look like %s.\n\r",ch->morph);
else if (IS_POLYAFF(ch, POLY_BONECRAFT))
sprintf(buf,"You are Bonecrafted to look like %s.\n\r",ch->morph);
else
sprintf(buf,"You are Masked as %s.\n\r",ch->morph);
send_to_char(buf,ch);
}
if (IS_IMMUNE(ch,IMM_SHIELDED) )
send_to_char("You aura is Shielded.\n\r",ch);
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) )
send_to_char("You are in the Umbra.\n\r",ch);
if (IS_VAMPAFF(ch,VAM_FANGS) )
send_to_char("You have your Fangs extended.\n\r",ch);
if (IS_VAMPAFF(ch,VAM_CLAWS) )
send_to_char("You have your Claws extended.\n\r",ch);
if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) )
send_to_char("You are using Gleam of Red Eyes.\n\r",ch);
if (IS_VAMPAFF(ch,VAM_SPIRITEYES) )
send_to_char("You are using Spirit Eyes.\n\r",ch);
if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) )
send_to_char("You are using Umbral Vision.\n\r",ch);
if (IS_SET(ch->act,PLR_HOLYLIGHT) )
send_to_char("You are using Heightened Senses.\n\r",ch);
if (IS_MORE(ch,MORE_HAND_FLAME) )
send_to_char("Your hands are engulfed in burning flames.\n\r",ch);
if (IS_IMMUNE(ch,IMM_STAKE) )
send_to_char("Your heart has been removed from your chest, rendering you immune to staking.\n\r",ch);
if (IS_VAMPAFF(ch,VAM_CHANGED) )
{
if (IS_POLYAFF(ch,POLY_BAT)) sprintf(buf2,"Bat" );
else if (IS_POLYAFF(ch,POLY_WOLF)) sprintf(buf2,"Wolf");
else sprintf(buf2,"Mist");
sprintf(buf,"You are in %s form.\n\r",buf2);
send_to_char(buf,ch);
}
if ( IS_POLYAFF(ch,POLY_SHADOW) )
send_to_char("You are in Shadow form.\n\r",ch);
else if ( IS_POLYAFF(ch,POLY_SERPENT) )
send_to_char("You are in Serpent form.\n\r",ch);
else if ( IS_MORE(ch,MORE_PLASMA) )
send_to_char("You are in Plasma form.\n\r",ch);
else if ( IS_MORE(ch,MORE_ASHES) )
send_to_char("You are in Ashes form.\n\r",ch);
else if ( IS_MORE(ch,MORE_MUMMIFIED) )
send_to_char("Your body is mummified.\n\r",ch);
if (!IS_ABOMINATION(ch))
{
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
return;
}
if (IS_POLYAFF(ch,POLY_BAT))
send_to_char("You are in Lupus form.\n\r",ch);
if (IS_MORE(ch,MORE_BRISTLES) )
send_to_char("Your body is covered in long quill-like spines.\n\r",ch);
if (IS_ITEMAFF(ch,ITEMA_SUNSHIELD) )
send_to_char("You are surrounded with a halo of sunlight.\n\r",ch);
if (get_auspice(ch, AUSPICE_RAGABASH) > 0)
send_to_char("Your light feet leave no tracks.\n\r",ch);
if (get_auspice(ch, AUSPICE_RAGABASH) > 4)
send_to_char("Luna has blessed you with immunity to silver.\n\r",ch);
if (get_auspice(ch, AUSPICE_PHILODOX) > 0)
send_to_char("You are able to shrug off the effects of pain.\n\r",ch);
if (get_auspice(ch, AUSPICE_AHROUN) > 0 && IS_VAMPAFF(ch, VAM_CLAWS))
send_to_char("Your claws are as sharp as razors.\n\r",ch);
if (get_auspice(ch, AUSPICE_AHROUN) > 3 && IS_VAMPAFF(ch, VAM_CLAWS))
send_to_char("Your claws are pure silver.\n\r",ch);
if (get_tribe(ch, TRIBE_BLACK_FURIES) > 1 && IS_VAMPAFF(ch, VAM_CLAWS))
send_to_char("Your claws are dripping with black venom.\n\r",ch);
if (get_tribe(ch, TRIBE_GET_OF_FENRIS) > 3)
send_to_char("Punches bounce off your body with no affect.\n\r",ch);
if (get_tribe(ch, TRIBE_RED_TALONS) > 2)
{
if (get_tribe(ch, TRIBE_RED_TALONS) > 3)
send_to_char("Your claws can parry weapons in combat as well as any other weapon can.\n\r",ch);
else
send_to_char("Your claws can parry weapons in combat.\n\r",ch);
}
if (get_tribe(ch, TRIBE_SILENT_STRIDERS) > 0)
{
if (get_tribe(ch, TRIBE_SILENT_STRIDERS) > 2)
send_to_char("You move at a Speed Beyond Thought.\n\r",ch);
else
send_to_char("You move at the Speed of Thought.\n\r",ch);
}
if (get_tribe(ch, TRIBE_SILENT_STRIDERS) > 1)
send_to_char("Your body has the resistance of Messanger's Fortitude.\n\r",ch);
if ( ch->pcdata->absorb[ABS_MOB_VNUM] > 0 )
send_to_char("You have a Flesh Bonded animal absorbed into your body.\n\r",ch);
}
else if (IS_WEREWOLF(ch))
{
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char(" -= Werewolf upkeep =-\n\r",ch);
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
if (strlen(ch->pcdata->conding) > 1 )
{
if (IS_MORE(ch, MORE_LOYAL))
sprintf(buf,"You have been conditioned by %s and are loyal.\n\r", ch->pcdata->conding);
else
sprintf(buf,"You have been conditioned by %s.\n\r", ch->pcdata->conding);
send_to_char(buf,ch);
}
if (strlen(ch->pcdata->love) > 1 )
{
sprintf(buf,"You are in love with %s.\n\r", ch->pcdata->love);
send_to_char(buf,ch);
}
if (get_auspice(ch,AUSPICE_AHROUN) > 4)
send_to_char("You are immune to heat and fire.\n\r",ch);
if (get_tribe(ch,TRIBE_GET_OF_FENRIS) > 0)
send_to_char("Your blood is a deadly acid.\n\r",ch);
if (IS_MORE(ch, MORE_ANIMAL_MASTER))
send_to_char("You appear very attractive to animals.\n\r",ch);
if (IS_ITEMAFF(ch,ITEMA_PEACE) )
send_to_char("You are using the Icy Chill of Despair.\n\r",ch);
if (IS_EXTRA(ch,EXTRA_AWE) )
send_to_char("You seem very persuasive.\n\r",ch);
if (IS_MORE(ch,MORE_GUARDIAN) )
send_to_char("Your Spirit Guardian is with you.\n\r",ch);
if (IS_VAMPAFF(ch, VAM_OBFUSCATE))
send_to_char("You are concealed with Obfuscate.\n\r",ch);
if (IS_MORE(ch,MORE_COURAGE) )
send_to_char("You are feeling very brave.\n\r",ch);
if (IS_MORE(ch,MORE_ANGER) )
send_to_char("You are feeling very angry.\n\r",ch);
if (IS_MORE(ch,MORE_CALM) )
send_to_char("You are feeling very lazy.\n\r",ch);
if (IS_IMMUNE(ch,IMM_SHIELDED) )
send_to_char("You aura is Shielded.\n\r",ch);
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) )
send_to_char("You are in the Umbra.\n\r",ch);
if (IS_VAMPAFF(ch,VAM_FANGS) )
send_to_char("You have your Fangs extended.\n\r",ch);
if (IS_VAMPAFF(ch,VAM_CLAWS) )
send_to_char("You have your Claws extended.\n\r",ch);
if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) )
send_to_char("You are using Eyes of the Cat.\n\r",ch);
if (IS_VAMPAFF(ch,VAM_SPIRITEYES) )
send_to_char("You are using Scent from Beyond.\n\r",ch);
if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) )
send_to_char("You are using Umbral Vision.\n\r",ch);
if (IS_SET(ch->act,PLR_HOLYLIGHT) )
send_to_char("You are using Heightened Senses.\n\r",ch);
if (IS_MORE(ch,MORE_HAND_FLAME) )
send_to_char("Your hands are engulfed in burning flames.\n\r",ch);
if (IS_POLYAFF(ch,POLY_BAT))
send_to_char("You are in Lupus form.\n\r",ch);
if (IS_MORE(ch,MORE_BRISTLES) )
send_to_char("Your body is covered in long quill-like spines.\n\r",ch);
if (IS_ITEMAFF(ch,ITEMA_SUNSHIELD) )
send_to_char("You are surrounded with a halo of sunlight.\n\r",ch);
if (get_auspice(ch, AUSPICE_RAGABASH) > 0)
send_to_char("Your light feet leave no tracks.\n\r",ch);
if (get_auspice(ch, AUSPICE_RAGABASH) > 4)
send_to_char("Luna has blessed you with immunity to silver.\n\r",ch);
if (get_auspice(ch, AUSPICE_PHILODOX) > 0)
send_to_char("You are able to shrug off the effects of pain.\n\r",ch);
if (get_auspice(ch, AUSPICE_AHROUN) > 0 && IS_VAMPAFF(ch, VAM_CLAWS) )
send_to_char("Your claws are as sharp as razors.\n\r",ch);
if (get_auspice(ch, AUSPICE_AHROUN) > 0 && IS_VAMPAFF(ch, VAM_CLAWS) )
send_to_char("Your claws are pure silver.\n\r",ch);
if (get_tribe(ch, TRIBE_BLACK_FURIES) > 1 && IS_VAMPAFF(ch, VAM_CLAWS))
send_to_char("Your claws are dripping with black venom.\n\r",ch);
if (get_tribe(ch, TRIBE_GET_OF_FENRIS) > 3)
send_to_char("Punches bounce off your body with no affect.\n\r",ch);
if (get_tribe(ch, TRIBE_RED_TALONS) > 2)
{
if (get_tribe(ch, TRIBE_RED_TALONS) > 3)
send_to_char("Your claws can parry weapons in combat as well as any other weapon can.\n\r",ch);
else
send_to_char("Your claws can parry weapons in combat.\n\r",ch);
}
if (get_tribe(ch, TRIBE_SILENT_STRIDERS) > 0)
{
if (get_tribe(ch, TRIBE_SILENT_STRIDERS) > 2)
send_to_char("Your move at a Speed Beyond Thought.\n\r",ch);
else
send_to_char("Your move at the Speed of Thought.\n\r",ch);
}
if (get_tribe(ch, TRIBE_SILENT_STRIDERS) > 1)
send_to_char("Your body has the resistance of Messanger's Fortitude.\n\r",ch);
if ( ch->pcdata->absorb[ABS_MOB_VNUM] > 0 )
send_to_char("You have a Flesh Bonded animal absorbed into your body.\n\r",ch);
}
else
if (IS_HIGHLANDER(ch))
{
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char(" -= Highlander upkeep =-\n\r",ch);
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
if (strlen(ch->pcdata->conding) > 1 )
{
if (IS_MORE(ch, MORE_LOYAL))
sprintf(buf,"You have been conditioned by %s and are loyal.\n\r", ch->pcdata->conding);
else
sprintf(buf,"You have been conditioned by %s.\n\r", ch->pcdata->conding);
send_to_char(buf,ch);
}
if (strlen(ch->pcdata->love) > 1 )
{
sprintf(buf,"You are in love with %s.\n\r", ch->pcdata->love);
send_to_char(buf,ch);
}
if (IS_SET(ch->pcdata->disc[HIGH_POWERS], HIGH_WEAPONSKILL))
{
sprintf(buf,"You possess supreme weaponskill.\n\r");
send_to_char(buf,ch);
}
if (IS_SET((ch)->pcdata->disc[HIGH_POWERS], HIGH_TRUESIGHT))
{
sprintf(buf,"Your eyes pick out even the slightest of details.\n\r");
send_to_char(buf,ch);
}
if (IS_SET((ch)->pcdata->disc[HIGH_POWERS], HIGH_REGENERATE))
{
sprintf(buf,"Your body can regenerate itself.\n\r");
send_to_char(buf,ch);
}
if (IS_SET((ch)->pcdata->disc[HIGH_POWERS], HIGH_BLOCK))
{
send_to_char("You have the ability to block fleeing enemies.\n\r",ch);
}
}
else
{
send_to_char("Huh?\n\r",ch);
return;
}
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
return;
}
void do_vclan( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (strlen(ch->clan) < 2 )
{
send_to_char("But you don't belong to any clan!\n\r",ch);
return;
}
sprintf( buf, "The %s clan:\n\r", ch->clan );
send_to_char( buf, ch );
send_to_char("[ Name ] [ Gen ] [ Hits % ] [ Mana % ] [ Move % ] [ Exp ] [Blood]\n\r", ch );
for ( gch = char_list; gch != NULL; gch = gch->next )
{
if ( IS_NPC(gch) ) continue;
if ( !IS_VAMPIRE(gch) ) continue;
if ( strlen(gch->clan) < 2) continue;
if ( !str_cmp(ch->clan,gch->clan) )
{
if (strlen(ch->side) > 1 && strlen(gch->side) > 1 &&
str_cmp(ch->side, gch->side))
{
sprintf( buf,
"[%-16s] [ ??? ] [?????????] [?????????] [?????????] [???????] [ ??? ]\n\r",
capitalize( gch->name ));
send_to_char( buf, ch );
}
else
{
sprintf( buf,
"[%-16s] [ %-2d ] [%-6d%3d] [%-6d%3d] [%-6d%3d] [%7d] [ %3d ]\n\r",
capitalize( gch->name ),
gch->vampgen,
gch->hit, (gch->hit * 100 / gch->max_hit ),
gch->mana, (gch->mana * 100 / gch->max_mana),
gch->move, (gch->move * 100 / gch->max_move),
gch->exp, gch->blood[BLOOD_CURRENT] );
send_to_char( buf, ch );
}
}
}
return;
}
void do_tribe( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
char clan[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
char chage[10];
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_WEREWOLF(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( strlen(ch->clan) > 16)
{
send_to_char("You need no tribe, foul spawn of the wyrm.\n\r",ch);
return;
}
send_to_char("[ Name ] [ Tribe ] [ Age ] [ Hits % ] [ Vital % ] [ Exp ]\n\r", ch );
for ( gch = char_list; gch != NULL; gch = gch->next )
{
if ( IS_NPC(gch) ) continue;
if ( !IS_WEREWOLF(gch) ) continue;
if ( IS_IMMORTAL(gch) && !IS_IMMORTAL(ch) && IS_SET(gch->act, PLR_WIZINVIS) ) continue;
if ( strlen(gch->clan) > 16) continue;
if ( gch->clan != NULL && strlen(gch->clan) > 1 )
sprintf(clan,gch->clan);
else if ( gch->vampgen == 1 )
sprintf(clan,"All");
else if ( gch->class == CLASS_BSD )
sprintf(clan,"B.S.D");
else if ( gch->class == CLASS_ABOMINATION )
sprintf(clan,"Abomination");
else if ( gch->class == CLASS_SKINDANCER )
sprintf(clan, "Skindancer");
else
sprintf(clan,"None");
{
if ( gch->vampgen <= 2 ) strcpy(chage,"Ancient");
else switch (gch->pcdata->rank)
{
default:
case 0: strcpy(chage," Pup"); break;
case 1: strcpy(chage," Youth"); break;
case 2: strcpy(chage," Adult"); break;
case 3: strcpy(chage," Elder"); break;
case 4: strcpy(chage,"Ancient"); break;
}
sprintf( buf,
"[%-16s] [%-17s] [%-7s] [%-6d%3d] [%-6d%3d] [%-5d]\n\r",
capitalize( gch->name ), clan, chage,
gch->hit, (gch->hit * 100 / gch->max_hit ),
gch->move, (gch->move * 100 / gch->max_move),
gch->exp);
send_to_char( buf, ch );
}
}
return;
}
DO_COM( do_werewolf )
{
char buf[MAX_INPUT_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *vch;
CHAR_DATA *vch_next;
// OBJ_DATA *obj;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_WEREWOLF(ch)) return;
if (IS_SET(ch->act, PLR_WOLFMAN)) return;
ch->pcdata->rage = FALSE;
if (IS_POLYAFF(ch,POLY_MASK) ) do_mask(ch,"self");
if (IS_POLYAFF(ch,POLY_TRUE) ) do_truedisguise(ch,"self");
if (IS_POLYAFF(ch,POLY_HAGS) ) do_mask(ch,"self");
if (IS_POLYAFF(ch,POLY_CHANGELING) ) do_mask(ch,"self");
if (IS_POLYAFF(ch,POLY_FLESHCRAFT) ) do_mask(ch,"self");
if (IS_POLYAFF(ch,POLY_BONECRAFT) ) do_mask(ch,"self");
if (IS_VAMPAFF(ch,VAM_CHANGED) ) do_change(ch,"human");
if (IS_POLYAFF(ch,POLY_SERPENT) ) do_serpent(ch,"");
if (IS_POLYAFF(ch,POLY_SHADOW) ) do_shadowbody(ch,"");
if (IS_VAMPAFF(ch,VAM_DISGUISED) )
{
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->vampaff, VAM_DISGUISED);
REMOVE_BIT(ch->extra, EXTRA_VICISSITUDE);
REMOVE_BIT(ch->polyaff, POLY_SPIRIT);
FILL_STRING( ch->morph, "" );
FILL_STRING( ch->long_descr, "" );
}
SET_BIT(ch->act, PLR_WOLFMAN);
send_to_char("You throw back your head and howl with rage!\n\r",ch);
act("$n throws back $s head and howls with rage!.", ch, NULL, NULL, TO_ROOM);
send_to_char("Coarse dark hair sprouts from your body.\n\r",ch);
act("Coarse dark hair sprouts from $n's body.",ch,NULL,NULL,TO_ROOM);
/*
if (!IS_VAMPAFF(ch,VAM_NIGHTSIGHT))
{
send_to_char("Your eyes start glowing red.\n\r",ch);
act("$n's eyes start glowing red.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->vampaff, VAM_NIGHTSIGHT);
}
*/
if (!IS_VAMPAFF(ch,VAM_FANGS))
{
send_to_char("A pair of long fangs extend from your mouth.\n\r",ch);
act("A pair of long fangs extend from $n's mouth.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->vampaff, VAM_FANGS);
}
if (!IS_VAMPAFF(ch,VAM_CLAWS))
{
if (get_auspice(ch, AUSPICE_AHROUN) > 3)
{
send_to_char("Gleaming silver talons extend from your fingers.\n\r",ch);
act("Gleaming silver talons extend from $n's fingers.",ch,NULL,NULL,TO_ROOM);
}
else
{
send_to_char("Razor sharp talons extend from your fingers.\n\r",ch);
act("Razor sharp talons extend from $n's fingers.",ch,NULL,NULL,TO_ROOM);
}
SET_BIT(ch->vampaff, VAM_CLAWS);
}
if (!IS_MOD(ch, MOD_TAIL))
{
SET_BIT(ch->pcdata->bodymods, MOD_TAIL);
act( "A tail extends from the base of your spine.",ch,NULL,NULL,TO_CHAR);
act( "A tail extends from the base of $n's spine.",ch,NULL,NULL,TO_ROOM);
}
/*
if ((obj = get_eq_char(ch,WEAR_WIELD)) != NULL && !IS_SET(obj->spectype, SITEM_WOLFWEAPON))
{
act("$p drops from your right hand.",ch,obj,NULL,TO_CHAR);
act("$p drops from $n's right hand.",ch,obj,NULL,TO_ROOM);
obj_from_char(obj);
obj_to_char(obj, ch);
}
if ((obj = get_eq_char(ch,WEAR_HOLD)) != NULL && !IS_SET(obj->spectype, SITEM_WOLFWEAPON))
{
act("$p drops from your left hand.",ch,obj,NULL,TO_CHAR);
act("$p drops from $n's left hand.",ch,obj,NULL,TO_ROOM);
obj_from_char(obj);
obj_to_char(obj, ch);
}
*/
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->vampaff, VAM_DISGUISED);
if (IS_DEMON(ch) && IS_POLYAFF(ch, POLY_ZULO))
sprintf(buf,"An enormous hairy demonic beast");
else if (IS_ABOMINATION(ch) && IS_POLYAFF(ch, POLY_ZULO))
sprintf(buf,"An enormous black hairy monster");
else if ( IS_POLYAFF(ch, POLY_ZULO))
sprintf(buf,"A gigantic furry werewolf" );
else
sprintf(buf,"A huge werewolf" );
FILL_STRING( ch->morph, buf );
if (!IS_ABOMINATION(ch))
{
ch->blood[BLOOD_CURRENT] *= 2;
ch->blood[BLOOD_POOL] *= 2;
}
ch->pcdata->wolf += 25;
if (get_tribe(ch, TRIBE_GET_OF_FENRIS) > 4) ch->pcdata->wolf = 300;
else if (ch->pcdata->wolf > 300) ch->pcdata->wolf = 300;
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL )
continue;
if ( ch == vch )
{
act("You throw back your head and howl with rage!", ch, NULL, NULL, TO_CHAR);
continue;
}
if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL )
continue;
if (!IS_NPC(vch))
{
if (vch->in_room == ch->in_room)
act("$n throws back $s head and howls with rage!", ch, NULL, vch, TO_VICT);
else if (vch->in_room->area == ch->in_room->area)
send_to_char("You hear a fearsome howl close by!\n\r", vch);
else
send_to_char("You hear a fearsome howl far off in the distance!\n\r", vch);
if (!CAN_PK(vch)) continue;
}
if ( vch->in_room == ch->in_room && can_see( ch, vch) )
{
multi_hit( ch, vch, TYPE_UNDEFINED );
if (vch == NULL || vch->position <= POS_STUNNED) continue;
multi_hit( ch, vch, TYPE_UNDEFINED );
if (vch == NULL || vch->position <= POS_STUNNED) continue;
multi_hit( ch, vch, TYPE_UNDEFINED );
}
}
return;
}
DO_COM( do_unwerewolf )
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_WEREWOLF(ch)) return;
if (!IS_SET(ch->act, PLR_WOLFMAN)) return;
REMOVE_BIT(ch->act, PLR_WOLFMAN);
if (IS_DEMON(ch) && IS_POLYAFF(ch, POLY_ZULO))
{
FILL_STRING( ch->morph, "a great demonic beast" );
}
else if (IS_ABOMINATION(ch) && IS_POLYAFF(ch, POLY_ZULO))
{
FILL_STRING( ch->morph, "a huge black monster" );
}
else if ( IS_POLYAFF( ch, POLY_ZULO ) )
{
FILL_STRING( ch->morph, "a giant" );
}
else
{
FILL_STRING( ch->morph, "" );
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->vampaff, VAM_DISGUISED);
}
if (!IS_ABOMINATION(ch))
{
ch->blood[BLOOD_CURRENT] *= 0.5;
ch->blood[BLOOD_POOL] *= 0.5;
}
if (IS_VAMPAFF(ch,VAM_CLAWS) && !IS_POLYAFF(ch, POLY_ZULO))
{
if (get_auspice(ch, AUSPICE_AHROUN) > 3)
{
send_to_char("Your gleaming silver talons slide back into your fingers.\n\r",ch);
act("$n's gleaming silver talons slide back into $s fingers.",ch,NULL,NULL,TO_ROOM);
}
else
{
send_to_char("Your talons slide back into your fingers.\n\r",ch);
act("$n's talons slide back into $s fingers.",ch,NULL,NULL,TO_ROOM);
}
REMOVE_BIT(ch->vampaff, VAM_CLAWS);
}
if (IS_VAMPAFF(ch,VAM_FANGS) && !IS_POLYAFF(ch, POLY_ZULO))
{
send_to_char("Your fangs slide back into your mouth.\n\r",ch);
act("$n's fangs slide back into $s mouth.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->vampaff, VAM_FANGS);
}
if (IS_MOD(ch, MOD_TAIL))
{
REMOVE_BIT(ch->pcdata->bodymods, MOD_TAIL);
act("You tail retracts back into your body.",ch,NULL,NULL,TO_CHAR);
act("$n's tail retracts back into $s body.",ch,NULL,NULL,TO_ROOM);
}
send_to_char("Your coarse hair shrinks back into your body.\n\r",ch);
act("$n's coarse hair shrinks back into $s body.",ch,NULL,NULL,TO_ROOM);
ch->pcdata->wolf -= 25;
if (ch->pcdata->wolf < 0) ch->pcdata->wolf = 0;
WAIT_STATE(ch,12);
return;
}
DO_COM( do_favour )
{
CHAR_DATA *victim;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( IS_NPC(ch) ) return;
if ( !IS_VAMPIRE(ch) && !IS_WEREWOLF(ch) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( strlen( ch->clan ) < 3 )
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Syntax is: favour <target> <favour>\n\r", ch );
if ( ch->vampgen == 2 )
{
if ( IS_WEREWOLF(ch) )
send_to_char( "Favours you can grant: Induct Outcast Sire Shaman.\n\r", ch );
else
send_to_char( "Favours you can grant: Induct Outcast Sire Prince.\n\r", ch );
}
else if (IS_EXTRA(ch, EXTRA_PRINCE))
send_to_char( "Favours you can grant: Induct Outcast Sire.\n\r", ch );
else
send_to_char("None.\n\r",ch);
return;
}
if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "Not on yourself!\n\r", ch );
return;
}
if ( ch->class != victim->class )
{
send_to_char( "You cannot do that, fool!\n\r", ch );
return;
}
if ( str_cmp( ch->clan, victim->clan )
&& str_cmp( arg2, "induct" ) )
{
send_to_char( "Don't be silly!\n\r", ch );
return;
}
if ( !str_cmp(arg2,"sire") )
{
if (ch->vampgen != 2 && !IS_EXTRA(ch, EXTRA_PRINCE))
{
send_to_char("You are unable to grant this sort of favour.\n\r",ch);
return;
}
if (IS_EXTRA(victim,EXTRA_SIRE))
{
if ( IS_WEREWOLF(ch) )
{
act("You remove $N's permission to claw a pup!",ch,NULL,victim,TO_CHAR);
act("$n has removed $N's permission to claw a pup!",ch,NULL,victim,TO_NOTVICT);
act("$n has remove your permission to claw a pup!",ch,NULL,victim,TO_VICT);
}
else
{
act("You remove $N's permission to sire a childe!",ch,NULL,victim,TO_CHAR);
act("$n has removed $N's permission to sire a childe!",ch,NULL,victim,TO_NOTVICT);
act("$n has remove your permission to sire a childe!",ch,NULL,victim,TO_VICT);
}
REMOVE_BIT(victim->extra,EXTRA_SIRE);
return;
}
if ( IS_WEREWOLF(ch) )
{
act("You grant $N permission to claw a pup!",ch,NULL,victim,TO_CHAR);
act("$n has granted $N permission to claw a pup!",ch,NULL,victim,TO_NOTVICT);
act("$n has granted you permission to claw a pup!",ch,NULL,victim,TO_VICT);
}
else
{
act("You grant $N permission to sire a childe!",ch,NULL,victim,TO_CHAR);
act("$n has granted $N permission to sire a childe!",ch,NULL,victim,TO_NOTVICT);
act("$n has granted you permission to sire a childe!",ch,NULL,victim,TO_VICT);
}
SET_BIT(victim->extra,EXTRA_SIRE);
return;
}
else if ( !str_cmp(arg2,"prince") && IS_VAMPIRE(ch) )
{
if (ch->vampgen != 2)
{
send_to_char("You are unable to grant this sort of favour.\n\r",ch);
return;
}
if (IS_EXTRA(victim,EXTRA_PRINCE))
{
act("You remove $N's Prince status!",ch,NULL,victim,TO_CHAR);
act("$n has removed $N's Prince status!",ch,NULL,victim,TO_NOTVICT);
act("$n has removed your Prince status!",ch,NULL,victim,TO_VICT);
REMOVE_BIT(victim->extra,EXTRA_PRINCE);
return;
}
act("You grant $N Prince status!",ch,NULL,victim,TO_CHAR);
act("$n has granted $N Prince status!",ch,NULL,victim,TO_NOTVICT);
act("$n has granted you Prince status!",ch,NULL,victim,TO_VICT);
SET_BIT(victim->extra,EXTRA_PRINCE);
return;
}
else if ( !str_cmp(arg2,"shaman") && IS_WEREWOLF(ch) )
{
if (ch->vampgen != 2)
{
send_to_char("You are unable to grant this sort of favour.\n\r",ch);
return;
}
if (IS_EXTRA(victim,EXTRA_PRINCE))
{
act("You remove $N's Shaman status!",ch,NULL,victim,TO_CHAR);
act("$n has removed $N's Shaman status!",ch,NULL,victim,TO_NOTVICT);
act("$n has removed your Shaman status!",ch,NULL,victim,TO_VICT);
REMOVE_BIT(victim->extra,EXTRA_PRINCE);
return;
}
act("You grant $N Shaman status!",ch,NULL,victim,TO_CHAR);
act("$n has granted $N Shaman status!",ch,NULL,victim,TO_NOTVICT);
act("$n has granted you Shaman status!",ch,NULL,victim,TO_VICT);
SET_BIT(victim->extra,EXTRA_PRINCE);
return;
}
else if ( !str_cmp(arg2,"induct") )
{
if (ch->vampgen != 2 && !IS_EXTRA(ch, EXTRA_PRINCE))
{
send_to_char("You are unable to grant this sort of favour.\n\r",ch);
return;
}
if (!IS_IMMUNE(victim,IMM_VAMPIRE))
{
send_to_char( "You cannot induct an unwilling person.\n\r", ch );
return;
}
if ( IS_MORE( victim, MORE_OUTCAST ) )
{
if ( IS_WEREWOLF( ch ) )
send_to_char( "You can't induct a Ronin!\n\r", ch );
else
send_to_char( "You can't induct an Anarch!\n\r", ch );
return;
}
if (ch->vampgen >= victim->vampgen)
{
if ( IS_WEREWOLF(ch) )
send_to_char("You can only induct those of weaker heritage than yourself.\n\r",ch);
else
send_to_char("You can only induct those of higher generation than yourself.\n\r",ch);
return;
}
if ( IS_WEREWOLF(ch) )
{
act("You induct $N into your tribe!",ch,NULL,victim,TO_CHAR);
act("$n inducts $N into $s tribe!",ch,NULL,victim,TO_NOTVICT);
act("$n inducts you into $s tribe!",ch,NULL,victim,TO_VICT);
}
else
{
act("You induct $N into your clan!",ch,NULL,victim,TO_CHAR);
act("$n inducts $N into $s clan!",ch,NULL,victim,TO_NOTVICT);
act("$n inducts you into $s clan!",ch,NULL,victim,TO_VICT);
}
FILL_STRING( victim->clan, ch->clan );
return;
}
else if ( !str_cmp(arg2,"outcast") )
{
if (ch->vampgen != 2 && !IS_EXTRA(ch, EXTRA_PRINCE))
{
send_to_char("You are unable to grant this sort of favour.\n\r",ch);
return;
}
if (IS_EXTRA(victim, EXTRA_PRINCE) && ch->vampgen != 2)
{
if ( IS_WEREWOLF(ch) )
send_to_char( "You cannot outcast another Shaman.\n\r", ch );
else
send_to_char( "You cannot outcast another Prince.\n\r", ch );
return;
}
if (ch->vampgen >= victim->vampgen)
{
if ( IS_WEREWOLF(ch) )
send_to_char("You can only outcast those of weaker heritage than yourself.\n\r",ch);
else
send_to_char("You can only outcast those of higher generation than yourself.\n\r",ch);
return;
}
if ( IS_WEREWOLF(ch) )
{
act("You outcast $N from your tribe!",ch,NULL,victim,TO_CHAR);
act("$n outcasts $N from $s tribe!",ch,NULL,victim,TO_NOTVICT);
act("$n outcasts you from $s tribe!",ch,NULL,victim,TO_VICT);
}
else
{
act("You outcast $N from your clan!",ch,NULL,victim,TO_CHAR);
act("$n outcasts $N from $s clan!",ch,NULL,victim,TO_NOTVICT);
act("$n outcasts you from $s clan!",ch,NULL,victim,TO_VICT);
}
FILL_STRING( victim->clan, "" );
REMOVE_BIT(victim->extra,EXTRA_SIRE);
REMOVE_BIT(victim->extra,EXTRA_PRINCE);
victim->home = 3001;
return;
}
else
send_to_char( "You are unable to grant that sort of favour.\n\r", ch );
return;
}
void do_flex( CHAR_DATA *ch, char *argument )
{
act("You flex your bulging muscles.",ch,NULL,NULL,TO_CHAR);
act("$n flexes $s bulging muscles.",ch,NULL,NULL,TO_ROOM);
if (IS_NPC(ch)) return;
if ( IS_EXTRA(ch, TIED_UP) )
{
act("The ropes restraining you snap.",ch,NULL,NULL,TO_CHAR);
act("The ropes restraining $n snap.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->extra, TIED_UP);
}
if (is_affected(ch, gsn_web))
{
act("The webbing entrapping $n breaks away.",ch,NULL,NULL,TO_ROOM);
send_to_char("The webbing entrapping you breaks away.\n\r",ch);
affect_strip(ch, gsn_web);
}
if (IS_AFFECTED(ch, AFF_WEBBED))
{
act("The webbing entrapping $n breaks away.",ch,NULL,NULL,TO_ROOM);
send_to_char("The webbing entrapping you breaks away.\n\r",ch);
REMOVE_BIT(ch->affected_by, AFF_WEBBED);
}
if (is_affected(ch, gsn_tendrils))
{
act("The tendrils of darkness entrapping $n break away.",ch,NULL,NULL,TO_ROOM);
send_to_char("The tendrils of darkness entrapping you break away.\n\r",ch);
affect_strip(ch, gsn_tendrils);
}
if (IS_AFFECTED(ch, AFF_SHADOW))
{
act("The tendrils of darkness entrapping $n break away.",ch,NULL,NULL,TO_ROOM);
send_to_char("The tendrils of darkness entrapping you break away.\n\r",ch);
REMOVE_BIT(ch->affected_by, AFF_SHADOW);
}
if (is_affected(ch, gsn_jail))
{
act("The band of water entrapping $n splash to the ground.",ch,NULL,NULL,TO_ROOM);
send_to_char("The bands of water entrapping you splash to the ground.\n\r",ch);
affect_strip(ch, gsn_jail);
}
if (IS_AFFECTED(ch, AFF_JAIL))
{
act("The band of water entrapping $n splash to the ground.",ch,NULL,NULL,TO_ROOM);
send_to_char("The bands of water entrapping you splash to the ground.\n\r",ch);
REMOVE_BIT(ch->affected_by, AFF_JAIL);
}
WAIT_STATE(ch,12);
return;
}
DO_COM( do_rage )
{
if (IS_NPC(ch)) return;
if (!IS_WEREWOLF(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_SET(ch->act, PLR_WOLFMAN) && ch->pcdata->wolf < 150)
{
send_to_char("You start snarling angrilly.\n\r",ch);
act("$n starts snarling angrilly.",ch,NULL,NULL,TO_ROOM);
ch->pcdata->wolf += number_range(10,20);
if (ch->pcdata->wolf >= 100) do_werewolf(ch,"");
return;
}
send_to_char("But you are already in a rage!\n\r",ch);
return;
}
void do_calm( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if (!IS_WEREWOLF(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_SET(ch->act, PLR_WOLFMAN))
{
send_to_char("You take a deep breath and calm yourself.\n\r",ch);
act("$n takes a deep breath and tries to calm $mself.",ch,NULL,NULL,TO_ROOM);
if (get_tribe(ch, TRIBE_CHILDREN_OF_GAIA) > 0) ch->pcdata->wolf = 0;
else ch->pcdata->wolf -= number_range(10,20);
if (ch->pcdata->wolf < 100) do_unwerewolf(ch,"");
WAIT_STATE(ch,12);
return;
}
send_to_char("But you are not in crinos form!\n\r",ch);
return;
}
DO_COM( do_web )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
int sn;
int level;
int spelltype;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( get_tribe( ch, TRIBE_GLASS_WALKERS ) < 1 )
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot web yourself.\n\r", ch );
return;
}
if ( IS_AFFECTED(victim, AFF_ETHEREAL) )
{
send_to_char( "You cannot web an ethereal person.\n\r", ch );
return;
}
if ( ( sn = skill_lookup( "web" ) ) < 0 ) return;
spelltype = skill_table[sn].target;
level = ch->spl[spelltype] * 0.25;
(*skill_table[sn].spell_fun) ( sn, level, ch, victim );
WAIT_STATE( ch, 12 );
return;
}
void do_entrancement( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
int sn;
int level;
int spelltype;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_PRESENCE) < 3)
{
send_to_char("You require level 3 Presence to use Entrancement.\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (is_safe(ch,victim)) return;
if ( IS_NPC(victim) && ch->pcdata->followers > 4 )
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
if ( IS_AFFECTED(victim, AFF_CHARM) )
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
if ( !IS_AFFECTED(victim, AFF_CHARM) )
{
act("You stare deeply into $N's eyes.",ch,NULL,victim,TO_CHAR);
act("$n stares deeply into $N's eyes.",ch,NULL,victim,TO_NOTVICT);
act("$n stares deeply into your eyes.",ch,NULL,victim,TO_VICT);
}
if ( ( sn = skill_lookup( "charm person" ) ) < 0 ) return;
spelltype = skill_table[sn].target;
level = get_disc(ch,DISC_PRESENCE) * 10;
if (!IS_NPC(victim) && (IS_VAMPIRE(victim) || IS_GHOUL(victim)) &&
get_disc(victim,DISC_PRESENCE) >= get_disc(ch,DISC_PRESENCE) )
{
act("$N shrugs off your attempt to entrance $M.",ch,NULL,victim,TO_CHAR);
act("$N shrugs off $n's attempt to entrance $M.",ch,NULL,victim,TO_NOTVICT);
act("You shrug off $n's attempt to entrance you.",ch,NULL,victim,TO_VICT);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Entrancement on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if (!IS_NPC(victim) && victim->pcdata->resist[WILL_PRESENCE] > 0)
{
act("$N shrugs off your attempt to entrance $M.",ch,NULL,victim,TO_CHAR);
act("$N shrugs off $n's attempt to entrance $M.",ch,NULL,victim,TO_NOTVICT);
act("You shrug off $n's attempt to entrance you.",ch,NULL,victim,TO_VICT);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Entrancement on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if (!IS_NPC(victim) && IS_WILLPOWER(victim, RES_PRESENCE) &&
victim->pcdata->willpower[0] >= 10)
{
victim->pcdata->willpower[0] -= 10;
victim->pcdata->resist[WILL_PRESENCE] = 60;
if (!IS_WILLPOWER(victim, RES_TOGGLE))
REMOVE_BIT(victim->pcdata->resist[0], RES_PRESENCE);
send_to_char("You burn some willpower to resist Entrancement.\n\r",victim);
act("$N shrugs off your attempt to entrance $M.",ch,NULL,victim,TO_CHAR);
act("$N shrugs off $n's attempt to entrance $M.",ch,NULL,victim,TO_NOTVICT);
act("You shrug off $n's attempt to entrance you.",ch,NULL,victim,TO_VICT);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Entrancement on you.",ch,NULL,victim,TO_VICT);
}
return;
}
(*skill_table[sn].spell_fun) ( sn, level, ch, victim );
WAIT_STATE( ch, 12 );
if ( !IS_AFFECTED(victim, AFF_CHARM) )
{
act("$N shrugs off your attempt to entrance $M.",ch,NULL,victim,TO_CHAR);
act("$N shrugs off $n's attempt to entrance $M.",ch,NULL,victim,TO_NOTVICT);
act("You shrug off $n's attempt to entrance you.",ch,NULL,victim,TO_VICT);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Entrancement on you.",ch,NULL,victim,TO_VICT);
}
return;
}
act("$N gazes lovingly back at $n.",ch,NULL,victim,TO_NOTVICT);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just used Entrancement on you.",ch,NULL,victim,TO_VICT);
}
if (IS_NPC(victim))
{
free_string(victim->lord);
victim->lord = str_dup(ch->name);
ch->pcdata->followers++;
}
return;
}
void do_summoning( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *mount;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_PRESENCE) < 4)
{
send_to_char("You require level 4 Presence to use Summoning.\n\r",ch);
return;
}
act( "A look of concentration crosses $n's face.", ch, NULL, NULL, TO_ROOM );
if ( ( victim = get_char_world( ch, arg ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| ch->in_room == NULL
|| IS_NPC(victim) )
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
if ( IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| victim->fighting != NULL
|| !IS_IMMUNE(victim, IMM_SUMMON) )
{
send_to_char( "Nothing happens.\n\r", ch );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Summoning on you.",ch,NULL,victim,TO_VICT);
}
return;
}
act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, ch->in_room );
act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM );
act( "$N has summoned you!", victim, NULL, ch, TO_CHAR );
do_look( victim, "auto" );
WAIT_STATE( ch, 12 );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just used Summoning on you.",ch,NULL,victim,TO_VICT);
}
if ( (mount = victim->mount) == NULL ) return;
char_from_room( mount );
char_to_room( mount, get_room_index(victim->in_room->vnum) );
do_look( mount, "auto" );
return;
}
void do_pray( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char buf [MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
act("You mutter a few prayers.",ch,NULL,NULL,TO_CHAR);
act("$n mutters a quick prayer.",ch,NULL,NULL,TO_ROOM);
if (IS_NPC(ch)) return;
if (ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_ALTAR &&
ch->class == CLASS_NONE)
{
send_to_char("The Gods have restored you.\n\r",ch);
ch->agg = 0;
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
ch->loc_hp[6] = 0;
update_pos( ch );
}
if (!IS_JUDGE(ch) && !IS_DEMON(ch)) return;
if (argument[0] == '\0' && (IS_JUDGE(ch) || IS_SET(ch->act, PLR_DEMON)))
{
send_to_char("What do you wish to pray?\n\r",ch);
return;
}
else if ( argument[0] == '\0' )
{
if (ch->pcdata->power[POWER_CURRENT] < 1)
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
if ( ( victim = get_char_world(ch, ch->lord) ) == NULL )
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
act("You hear $n's prayers in your mind.",ch,NULL,victim,TO_VICT);
send_to_char("You feel energy pour into your body.\n\r",victim);
if (ch->pcdata->power[POWER_CURRENT] == 1)
sprintf(buf,"You receive a single point of energy.\n\r");
else
sprintf(buf,"You receive %d points of energy.\n\r",
ch->pcdata->power[POWER_CURRENT]);
send_to_char(buf,victim);
act("$n is briefly surrounded by a halo of energy.",victim,NULL,NULL,TO_ROOM);
victim->pcdata->power[POWER_CURRENT] += ch->pcdata->power[POWER_CURRENT];
victim->pcdata->power[POWER_TOTAL] += ch->pcdata->power[POWER_CURRENT];
ch->pcdata->power[POWER_CURRENT] = 0;
return;
}
if ( IS_SET( ch->act, PLR_SILENCE ) )
{
send_to_char( "You can't pray.\n\r", ch );
return;
}
if (IS_SET(ch->deaf, CHANNEL_PRAY))
{
send_to_char("But you're not even on the channel!\n\r",ch);
return;
}
for ( d = descriptor_list; d != NULL; d = d->next )
{
if ( d->connected != CON_PLAYING ) continue;
if ( (victim = d->character) == NULL ) continue;
if ( ( IS_NPC(victim) || !IS_DEMON(victim) ) && !IS_JUDGE( victim ) ) continue;
if ( IS_SET(victim->deaf, CHANNEL_PRAY) ) continue;
if ( victim == ch )
act("You pray '#P$T#n'.", ch, NULL, argument, TO_CHAR);
else
act4( "#r$n#n prays '#P$t#n'.", ch, argument, victim, TO_VICT );
}
return;
}
void do_birth( CHAR_DATA *ch, char *argument )
{
char buf2[MAX_STRING_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_EXTRA(ch, EXTRA_PREGNANT))
{
send_to_char("But you are not even pregnant!\n\r",ch);
return;
}
if (!IS_EXTRA(ch, EXTRA_LABOUR))
{
send_to_char("You're not ready to give birth yet.\n\r",ch);
return;
}
if ( argument[0] == '\0' )
{
if (ch->pcdata->genes[4] == SEX_MALE)
send_to_char( "What do you wish to name your little boy?\n\r", ch );
else if (ch->pcdata->genes[4] == SEX_FEMALE)
send_to_char( "What do you wish to name your little girl?\n\r", ch );
else
send_to_char( "What do you wish to name your child?\n\r", ch );
return;
}
if (!check_parse_name( argument ))
{
send_to_char( "Thats an illegal name.\n\r", ch );
return;
}
if ( char_exists(FILE_PLAYER,argument) )
{
send_to_char( "That player already exists.\n\r", ch );
return;
}
strcpy(buf2,ch->pcdata->cparents);
strcat(buf2," ");
strcat(buf2,argument);
if (!birth_ok(ch, buf2))
{
send_to_char( "Bug - please inform Morglum.\n\r", ch );
return;
}
argument[0] = UPPER(argument[0]);
birth_write( ch, argument );
ch->pcdata->genes[9] += 1;
REMOVE_BIT(ch->extra, EXTRA_PREGNANT);
REMOVE_BIT(ch->extra, EXTRA_LABOUR);
do_autosave(ch,"");
return;
}
bool birth_ok( CHAR_DATA *ch, char *argument )
{
char buf [MAX_STRING_LENGTH];
char mum [MAX_INPUT_LENGTH];
char dad [MAX_INPUT_LENGTH];
char child [MAX_INPUT_LENGTH];
argument = one_argument( argument, mum );
argument = one_argument( argument, dad );
argument = one_argument( argument, child );
if (dad[0] == '\0')
{
send_to_char("You are unable to give birth - please inform Morglum.\n\r",ch);
return FALSE;
}
if (child[0] == '\0')
{
send_to_char("You are unable to give birth - please inform Morglum.\n\r",ch);
return FALSE;
}
dad[0] = UPPER(dad[0]);
if (!str_cmp(dad,"Morglum")) strcpy(dad,"Morglum");
child[0] = UPPER(child[0]);
if (ch->pcdata->genes[4] == SEX_MALE)
{
send_to_char("You give birth to a little boy!\n\r",ch);
sprintf(buf,"%s has given birth to %s's son, named %s!",ch->name,dad,child);
do_info(ch,buf);
return TRUE;
}
else if (ch->pcdata->genes[4] == SEX_FEMALE)
{
send_to_char("You give birth to a little girl!\n\r",ch);
sprintf(buf,"%s has given birth to %s's daughter, named %s!",ch->name,dad,child);
do_info(ch,buf);
return TRUE;
}
return FALSE;
}
bool char_exists( int file_dir, char *argument )
{
FILE *fp;
char buf [MAX_STRING_LENGTH];
bool found = FALSE;
fflush( fpReserve );
fclose( fpReserve );
switch ( file_dir )
{
default:
return FALSE;
break;
case FILE_PLAYER:
sprintf( buf, "%s%s", PLAYER_DIR, capitalize( argument ) );
break;
}
if ( ( fp = fopen( buf, "r" ) ) != NULL )
{
found = TRUE;
fclose( fp );
fflush( fp );
fpReserve = fopen( NULL_FILE, "r" );
}
return found;
}
void birth_write( CHAR_DATA *ch, char *argument )
{
FILE *fp;
char buf [MAX_STRING_LENGTH];
char *strtime;
strtime = ctime( ¤t_time );
strtime[strlen(strtime)-1] = '\0';
fflush( fpReserve );
fclose( fpReserve );
sprintf( buf, "%s%s", PLAYER_DIR, capitalize( argument ) );
if ( ( fp = fopen(buf, "w") ) == NULL)
{
bug( "Birth_write: fopen", 0 );
perror( buf );
}
else
{
fprintf( fp, "#PLAYER\n");
fprintf( fp, "Name %s~\n",capitalize( argument ));
fprintf( fp, "Createtime %s~\n",str_dup( strtime ) );
fprintf( fp, "Sex %d\n",ch->pcdata->genes[4] );
fprintf( fp, "Race 0\n" );
fprintf( fp, "Immune %d\n",ch->pcdata->genes[3] );
fprintf( fp, "Level 2\n" );
fprintf( fp, "Room %d\n",ch->in_room->vnum );
fprintf( fp, "PkPdMkMd 0 0 5 0\n" );
fprintf( fp, "HpManaMove %d %d %d %d %d %d\n",
ch->pcdata->genes[0], ch->pcdata->genes[0], ch->pcdata->genes[1],
ch->pcdata->genes[1], ch->pcdata->genes[2], ch->pcdata->genes[2]);
fprintf( fp, "Act 1600\n" );
fprintf( fp, "Extra 32768\n" );
fprintf( fp, "Position 7\n" );
fprintf( fp, "Password %s~\n",ch->pcdata->pwd );
fprintf( fp, "Title the mortal~\n" );
fprintf( fp, "Parents %s~\n",ch->pcdata->cparents );
fprintf( fp, "AttrPerm %d %d %d %d %d\n",
ch->pcdata->perm_str,
ch->pcdata->perm_int,
ch->pcdata->perm_wis,
ch->pcdata->perm_dex,
ch->pcdata->perm_con );
fprintf( fp, "End\n\n" );
fprintf( fp, "#END\n" );
}
fflush( fp );
fclose( fp );
fpReserve = fopen( NULL_FILE, "r" );
return;
}
void do_earthmeld( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && get_disc(ch, DISC_PROTEAN) < 3)
{
send_to_char("Huh?\n\r",ch);
return;
}
if (get_disc(ch,DISC_PROTEAN) < 3)
{
send_to_char("You require level 3 Protean to use Earthmeld.\n\r",ch);
return;
}
if (IS_VAMPAFF(ch,VAM_EARTHMELDED) )
{
REMOVE_BIT(ch->vampaff, VAM_EARTHMELDED);
send_to_char("You rise up from the ground.\n\r",ch);
act("$n rises up from the ground.", ch, NULL, NULL, TO_ROOM);
return;
}
send_to_char("You sink into the ground.\n\r",ch);
act("$n sinks into the ground.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->vampaff, VAM_EARTHMELDED);
REMOVE_BIT(ch->affected_by, AFF_FLAMING);
REMOVE_BIT(ch->more, MORE_FLAMES);
return;
}
void do_powers( CHAR_DATA *ch, char *argument )
{
char buf [MAX_STRING_LENGTH];
int sn;
bool any_powers = FALSE;
bool any_commands = FALSE;
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) )
{
if (IS_WEREWOLF(ch))
do_wwpowers(ch, argument);
else
send_to_char("Huh?\n\r",ch);
return;
}
for ( sn = 0; sn <= DISC_MAX; sn++ )
{
if ( get_disc(ch,sn) > 0 )
{
any_powers = TRUE;
switch (sn)
{
default: break;
case DISC_ANIMALISM:
case DISC_AUSPEX:
case DISC_CHIMERSTRY:
case DISC_CELERITY:
case DISC_DAIMOINON:
case DISC_DOMINATE:
case DISC_MELPOMINEE:
case DISC_NECROMANCY:
case DISC_OBEAH:
case DISC_OBFUSCATE:
case DISC_OBTENEBRATION:
case DISC_PRESENCE:
case DISC_PROTEAN:
case DISC_QUIETUS:
case DISC_SERPENTIS:
case DISC_THANATOSIS:
case DISC_THAUMATURGY:
case DISC_VICISSITUDE:
any_commands = TRUE;
break;
}
}
}
send_to_char( "--------------------------------------------------------------------------------\n\r", ch );
send_to_char(" -= Discipline Commands =-\n\r",ch);
send_to_char( "--------------------------------------------------------------------------------\n\r", ch );
if (get_disc(ch,DISC_ANIMALISM) > 0)
{
strcpy(buf,"Animalism: Pigeon");
if (get_disc(ch,DISC_ANIMALISM) > 1) strcat(buf," Beckon");
if (get_disc(ch,DISC_ANIMALISM) > 2) strcat(buf," Song");
if (get_disc(ch,DISC_ANIMALISM) > 3) strcat(buf," Share");
if (get_disc(ch,DISC_ANIMALISM) > 4) strcat(buf," Beast");
strcat(buf,".\n\r");
send_to_char(buf,ch);
}
if (get_disc(ch,DISC_AUSPEX) > 0)
{
strcpy(buf,"Auspex: Heighten");
if (get_disc(ch,DISC_AUSPEX) > 1) strcat(buf," Readaura");
if (get_disc(ch,DISC_AUSPEX) > 2) strcat(buf," Unveil");
if (get_disc(ch,DISC_AUSPEX) > 3) strcat(buf," Astral");
if (get_disc(ch,DISC_AUSPEX) > 4) strcat(buf," Scry");
strcat(buf,".\n\r");
send_to_char(buf,ch);
}
if (get_disc(ch,DISC_CELERITY) > 0)
send_to_char("Celerity: Celerity.\n\r", ch);
if (get_disc(ch,DISC_CHIMERSTRY) > 0)
{
strcpy(buf,"Chimerstry: Mirror");
if (get_disc(ch,DISC_CHIMERSTRY) > 1) strcat(buf," Formillusion");
if (get_disc(ch,DISC_CHIMERSTRY) > 2) strcat(buf," Clone");
if (get_disc(ch,DISC_CHIMERSTRY) > 3) strcat(buf," Falseappearance");
if (get_disc(ch,DISC_CHIMERSTRY) > 4) strcat(buf," Control");
strcat(buf,".\n\r");
send_to_char(buf,ch);
}
if (get_disc(ch,DISC_DAIMOINON) > 0)
{
strcpy(buf,"Daimoinon: Guardian");
if (get_disc(ch,DISC_DAIMOINON) > 1) strcat(buf," Fear");
if (get_disc(ch,DISC_DAIMOINON) > 2) strcat(buf," Portal");
if (get_disc(ch,DISC_DAIMOINON) > 3) strcat(buf," Curse");
if (get_disc(ch,DISC_DAIMOINON) > 4) strcat(buf," Twist");
strcat(buf,".\n\r");
send_to_char(buf,ch);
}
if (get_disc(ch,DISC_DOMINATE) > 0)
{
strcpy(buf,"Dominate: Command");
if (get_disc(ch,DISC_DOMINATE) > 1) strcat(buf," Condition");
if (get_disc(ch,DISC_DOMINATE) > 2) strcat(buf," Possession");
if (get_disc(ch,DISC_DOMINATE) > 3) strcat(buf," Loyalty");
strcat(buf,".\n\r");
send_to_char(buf,ch);
}
if (get_disc(ch,DISC_MELPOMINEE) > 0)
{
strcpy(buf,"Melpominee: Scream");
if (get_disc(ch,DISC_MELPOMINEE) > 1) strcat(buf," Reina");
if (get_disc(ch,DISC_MELPOMINEE) > 2) strcat(buf," Courage");
if (get_disc(ch,DISC_MELPOMINEE) > 3) strcat(buf," Love");
if (get_disc(ch,DISC_MELPOMINEE) > 4) strcat(buf," Anger");
strcat(buf,".\n\r");
send_to_char(buf,ch);
}
if (get_disc(ch,DISC_NECROMANCY) > 0)
{
strcpy(buf,"Necromancy: Thanatopsis");
if (get_disc(ch,DISC_NECROMANCY) > 1) strcat(buf," Preserve");
if (get_disc(ch,DISC_NECROMANCY) > 2) strcat(buf," Spiritgate");
if (get_disc(ch,DISC_NECROMANCY) > 3) strcat(buf," Spiritguardian");
if (get_disc(ch,DISC_NECROMANCY) > 4) strcat(buf," Zombie");
strcat(buf,".\n\r");
send_to_char(buf,ch);
}
if (get_disc(ch,DISC_OBEAH) != 0)
{
strcpy(buf,"Obeah: Obeah Panacea");
if (get_disc(ch,DISC_OBEAH) > 1) strcat(buf," Anesthetic");
if (get_disc(ch,DISC_OBEAH) > 2) strcat(buf," Neutral");
if (get_disc(ch,DISC_OBEAH) > 3) strcat(buf," Unburden");
if (get_disc(ch,DISC_OBEAH) > 4) strcat(buf," Renew");
strcat(buf,".\n\r");
send_to_char(buf,ch);
}
if (get_disc(ch,DISC_OBFUSCATE) > 0)
{
strcpy(buf,"Obfuscate: Vanish");
if (get_disc(ch,DISC_OBFUSCATE) > 1) strcat(buf," Mask");
if (get_disc(ch,DISC_OBFUSCATE) > 3) strcat(buf," Shield");
if (get_disc(ch,DISC_OBFUSCATE) > 4) strcat(buf," Soulmask");
strcat(buf,".\n\r");
send_to_char(buf,ch);
}
if (get_disc(ch,DISC_OBTENEBRATION) > 0)
{
strcpy(buf,"Obtenebration: Shroud");
if (get_disc(ch,DISC_OBTENEBRATION) > 1) strcat(buf," Arms");
if (get_disc(ch,DISC_OBTENEBRATION) > 2) strcat(buf," Shadowbody");
if (get_disc(ch,DISC_OBTENEBRATION) > 3) strcat(buf," Lamprey");
if (get_disc(ch,DISC_OBTENEBRATION) > 4) strcat(buf," Shadowstep");
strcat(buf,".\n\r");
send_to_char(buf,ch);
}
if (get_disc(ch,DISC_PRESENCE) > 0)
{
strcpy(buf,"Presence: Awe");
if (get_disc(ch,DISC_PRESENCE) > 1) strcat(buf," Dreadgaze");
if (get_disc(ch,DISC_PRESENCE) > 2) strcat(buf," Entrance");
if (get_disc(ch,DISC_PRESENCE) > 3) strcat(buf," Summoning");
if (get_disc(ch,DISC_PRESENCE) > 4) strcat(buf," Majesty");
strcat(buf,".\n\r");
send_to_char(buf,ch);
}
if (get_disc(ch,DISC_PROTEAN) > 0)
{
strcpy(buf,"Protean: Nightsight");
if (get_disc(ch,DISC_PROTEAN) > 1) strcat(buf," Claws");
if (get_disc(ch,DISC_PROTEAN) > 2) strcat(buf," Earthmeld");
if (get_disc(ch,DISC_PROTEAN) > 3) strcat(buf," Change");
strcat(buf,".\n\r");
send_to_char(buf,ch);
}
if (get_disc(ch,DISC_QUIETUS) > 0)
{
strcpy(buf,"Quietus: Silence");
if (get_disc(ch,DISC_QUIETUS) > 1) strcat(buf," Weakness");
if (get_disc(ch,DISC_QUIETUS) > 2) strcat(buf," Infirmity");
if (get_disc(ch,DISC_QUIETUS) > 3) strcat(buf," Bloodagony");
if (get_disc(ch,DISC_QUIETUS) > 4) strcat(buf," Spit");
strcat(buf,".\n\r");
send_to_char(buf,ch);
}
if (get_disc(ch,DISC_SERPENTIS) > 0)
{
strcpy(buf,"Serpentis: Tongue");
if (get_disc(ch,DISC_SERPENTIS) > 1) strcat(buf," Mummify");
if (get_disc(ch,DISC_SERPENTIS) > 2) strcat(buf," Serpent");
if (get_disc(ch,DISC_SERPENTIS) > 3) strcat(buf," Darkheart");
if (get_disc(ch,DISC_SERPENTIS) > 4) strcat(buf," Breath");
strcat(buf,".\n\r");
send_to_char(buf,ch);
}
if (get_disc(ch,DISC_THANATOSIS) > 0)
{
strcpy(buf,"Thanatosis: Hagswrinkles");
if (get_disc(ch,DISC_THANATOSIS) > 1) strcat(buf," Putrefaction");
if (get_disc(ch,DISC_THANATOSIS) > 2) strcat(buf," Ashes");
if (get_disc(ch,DISC_THANATOSIS) > 3) strcat(buf," Withering");
if (get_disc(ch,DISC_THANATOSIS) > 4) strcat(buf," Drainlife");
strcat(buf,".\n\r");
send_to_char(buf,ch);
}
if (get_disc(ch,DISC_THAUMATURGY) > 0)
{
strcpy(buf,"Thaumaturgy: Taste");
if (get_disc(ch,DISC_THAUMATURGY) > 1) strcat(buf," Bloodrage");
if (get_disc(ch,DISC_THAUMATURGY) > 2) strcat(buf," Potency");
if (get_disc(ch,DISC_THAUMATURGY) > 3) strcat(buf," Theft");
if (get_disc(ch,DISC_THAUMATURGY) > 4) strcat(buf," Cauldron");
strcat(buf,".\n\r");
send_to_char(buf,ch);
}
if (get_disc(ch,DISC_VICISSITUDE) > 0)
{
strcpy(buf,"Vicissitude: Changeling");
if (get_disc(ch,DISC_VICISSITUDE) > 1) strcat(buf," Fleshcraft");
if (get_disc(ch,DISC_VICISSITUDE) > 2) strcat(buf," Bonecraft");
if (get_disc(ch,DISC_VICISSITUDE) > 3) strcat(buf," Plasmaform");
if (get_disc(ch,DISC_VICISSITUDE) > 4) strcat(buf," Zuloform");
strcat(buf,".\n\r");
send_to_char(buf,ch);
}
if (!any_powers)
send_to_char("You have no disciplines.\n\r",ch);
else if (!any_commands)
send_to_char("All your discipline powers are automatic.\n\r",ch);
send_to_char( "--------------------------------------------------------------------------------\n\r", ch );
return;
}
void do_dreadgaze( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
int sn;
int level;
int spelltype;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_PRESENCE) < 2)
{
send_to_char("You require level 2 Presence to use Dread Gaze.\n\r",ch);
return;
}
if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,"");
if ( arg[0] == '\0' )
{
send_to_char( "Who do you wish to use Dread Gaze on?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (ch == victim)
{
send_to_char( "You're pretty scared of yourself!\n\r", ch );
return;
}
if (is_safe(ch,victim)) return;
if ( IS_AFFECTED(victim, AFF_FEAR) )
{
send_to_char( "They are already pretty scared.\n\r", ch );
return;
}
act("You bare your fangs and snarl at $N.",ch,NULL,victim,TO_CHAR);
act("$n bares $s fangs and snarls at $N.",ch,NULL,victim,TO_NOTVICT);
act("$n bares $s fangs and snarls at you.",ch,NULL,victim,TO_VICT);
if ( IS_MORE(victim, MORE_COURAGE) )
{
send_to_char( "They are far too brave to be scared so easily.\n\r", ch );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Dread Gaze on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if (!IS_NPC(victim) && (IS_VAMPIRE(victim) || IS_GHOUL(victim)) &&
get_disc(victim,DISC_PRESENCE) >= get_disc(ch,DISC_PRESENCE))
{
send_to_char( "Your Dread Gaze has no effect on them.\n\r", ch );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Dread Gaze on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if (!IS_NPC(victim) && victim->pcdata->resist[WILL_PRESENCE] > 0)
{
send_to_char( "Your Dread Gaze has no effect on them.\n\r", ch );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Dread Gaze on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if (!IS_NPC(victim) && IS_WILLPOWER(victim, RES_PRESENCE) &&
victim->pcdata->willpower[0] >= 10)
{
victim->pcdata->willpower[0] -= 10;
victim->pcdata->resist[WILL_PRESENCE] = 60;
if (!IS_WILLPOWER(victim, RES_TOGGLE))
REMOVE_BIT(victim->pcdata->resist[0], RES_PRESENCE);
send_to_char( "Your Dread Gaze has no effect on them.\n\r", ch );
send_to_char("You burn some willpower to resist Dread Gaze.\n\r",victim);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Dread Gaze on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if ( ( sn = skill_lookup( "fear" ) ) < 0 ) return;
spelltype = skill_table[sn].target;
level = get_disc(ch,DISC_PRESENCE) * 5;
(*skill_table[sn].spell_fun) ( sn, level, ch, victim );
WAIT_STATE( ch, 12 );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just used Dread Gaze on you.",ch,NULL,victim,TO_VICT);
}
return;
}
void do_vanish( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_OBFUSCATE) < 1)
{
send_to_char("You require level 1 Obfuscate to Vanish from sight.\n\r",ch);
return;
}
act( "A look of concentration crosses $n's face.", ch, NULL, NULL, TO_ROOM );
if (get_disc(ch,DISC_OBFUSCATE) >= 3 && !str_cmp(arg,"all"))
{
send_to_char("You Cloak the Gathering.\n\r",ch);
for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( vch == ch || vch->leader == ch )
{
SET_BIT( vch->vampaff, VAM_OBFUSCATE );
act( "You fade away into the shadows.", vch, NULL, NULL, TO_CHAR );
act( "$n fades away into the shadows.", vch, NULL, NULL, TO_ROOM );
}
}
}
else
{
SET_BIT( ch->vampaff, VAM_OBFUSCATE );
act( "You fade away into the shadows.", ch, NULL, NULL, TO_CHAR );
act( "$n fades away into the shadows.", ch, NULL, NULL, TO_ROOM );
}
WAIT_STATE( ch, 12 );
return;
}
void do_discipline( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
char disc [25];
int improve;
int cost;
int max_d = (IS_ABOMINATION(ch) || IS_LICH(ch)) ? 4 : 5;
int sn, col;
bool got_disc = FALSE;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "--------------------------------------------------------------------------------\n\r", ch );
send_to_char(" -= Disciplines =-\n\r",ch);
send_to_char( "--------------------------------------------------------------------------------\n\r", ch );
col = 0;
for ( sn = 0; sn <= DISC_MAX; sn++ )
{
if ( ch->pcdata->powers[sn] == 0 ) continue;
switch (sn)
{
default:
strcpy(disc,"None");
break;
case DISC_ANIMALISM:
strcpy(disc,"Animalism");
break;
case DISC_AUSPEX:
strcpy(disc,"Auspex");
break;
case DISC_CELERITY:
strcpy(disc,"Celerity");
break;
case DISC_CHIMERSTRY:
strcpy(disc,"Chimerstry");
break;
case DISC_DAIMOINON:
strcpy(disc,"Daimoinon");
break;
case DISC_DOMINATE:
strcpy(disc,"Dominate");
break;
case DISC_FORTITUDE:
strcpy(disc,"Fortitude");
break;
case DISC_MELPOMINEE:
strcpy(disc,"Melpominee");
break;
case DISC_NECROMANCY:
strcpy(disc,"Necromancy");
break;
case DISC_OBEAH:
strcpy(disc,"Obeah");
break;
case DISC_OBFUSCATE:
strcpy(disc,"Obfuscate");
break;
case DISC_OBTENEBRATION:
strcpy(disc,"Obtenebration");
break;
case DISC_POTENCE:
strcpy(disc,"Potence");
break;
case DISC_PRESENCE:
strcpy(disc,"Presence");
break;
case DISC_PROTEAN:
strcpy(disc,"Protean");
break;
case DISC_QUIETUS:
strcpy(disc,"Quietus");
break;
case DISC_SERPENTIS:
strcpy(disc,"Serpentis");
break;
case DISC_THANATOSIS:
strcpy(disc,"Thanatosis");
break;
case DISC_THAUMATURGY:
strcpy(disc,"Thaumaturgy");
break;
case DISC_VICISSITUDE:
strcpy(disc,"Vicissitude");
break;
}
if (ch->class == CLASS_VAMPIRE && (ch->pcdata->cland[0] == sn ||
ch->pcdata->cland[1] == sn || ch->pcdata->cland[2] == sn))
capitalize( disc );
sprintf( buf, "%-15s: %-2d ",
disc, get_disc(ch, sn) );
send_to_char( buf, ch );
if ( ++col % 3 == 0 ) send_to_char( "\n\r", ch );
got_disc = TRUE;
}
if ( col % 3 != 0 ) send_to_char( "\n\r", ch );
if (!got_disc) send_to_char("You currently have no disciplines.\n\r",ch);
send_to_char( "--------------------------------------------------------------------------------\n\r", ch );
send_to_char("To improve a discipline rating, type: discipline <name>\n\r",ch);
send_to_char( "--------------------------------------------------------------------------------\n\r", ch );
return;
}
if (!str_cmp(arg,"animalism")) improve = DISC_ANIMALISM;
else if (!str_cmp(arg,"auspex")) improve = DISC_AUSPEX;
else if (!str_cmp(arg,"celerity")) improve = DISC_CELERITY;
else if (!str_cmp(arg,"chimerstry")) improve = DISC_CHIMERSTRY;
else if (!str_cmp(arg,"daimoinon")) improve = DISC_DAIMOINON;
else if (!str_cmp(arg,"dominate")) improve = DISC_DOMINATE;
else if (!str_cmp(arg,"fortitude")) improve = DISC_FORTITUDE;
else if (!str_cmp(arg,"melpominee")) improve = DISC_MELPOMINEE;
else if (!str_cmp(arg,"necromancy")) improve = DISC_NECROMANCY;
else if (!str_cmp(arg,"obeah")) improve = DISC_OBEAH;
else if (!str_cmp(arg,"obfuscate")) improve = DISC_OBFUSCATE;
else if (!str_cmp(arg,"obtenebration")) improve = DISC_OBTENEBRATION;
else if (!str_cmp(arg,"potence")) improve = DISC_POTENCE;
else if (!str_cmp(arg,"presence")) improve = DISC_PRESENCE;
else if (!str_cmp(arg,"protean")) improve = DISC_PROTEAN;
else if (!str_cmp(arg,"quietus")) improve = DISC_QUIETUS;
else if (!str_cmp(arg,"serpentis")) improve = DISC_SERPENTIS;
else if (!str_cmp(arg,"thanatosis")) improve = DISC_THANATOSIS;
else if (!str_cmp(arg,"thaumaturgy")) improve = DISC_THAUMATURGY;
else if (!str_cmp(arg,"vicissitude")) improve = DISC_VICISSITUDE;
else
{
send_to_char("You know of no such discipline.\n\r",ch);
return;
}
if (ch->pcdata->powers[improve] == 0)
{
send_to_char("You know of no such discipline.\n\r",ch);
return;
}
if (ch->pcdata->powers[improve] >= max_d)
{
send_to_char("You are unable to improve your ability in that discipline any further.\n\r",ch);
return;
}
if ( IS_ABOMINATION(ch) || IS_LICH(ch) )
cost = 15;
else if (ch->pcdata->cland[0] == improve ||
ch->pcdata->cland[1] == improve ||
ch->pcdata->cland[2] == improve)
{
if (ch->pcdata->powers[improve] == -1)
cost = 5;
else
cost = ( ch->pcdata->powers[improve] + 1 ) * 5;
}
else
{
if (ch->pcdata->powers[improve] == -1)
cost = 10;
else
cost = ( ch->pcdata->powers[improve] + 1 ) * 10;
}
if (ch->practice < cost)
{
sprintf(buf,"You need another %d primal to increase that discipline.\n\r",
cost - ch->practice );
send_to_char(buf,ch);
return;
}
if (ch->pcdata->powers[improve] < 1)
ch->pcdata->powers[improve] = 1;
else
ch->pcdata->powers[improve]++;
ch->practice -= cost;
send_to_char("You improve your discipline.\n\r",ch);
return;
}
void do_teachdisc( CHAR_DATA *ch, char *argument )
{
char buf [MAX_INPUT_LENGTH];
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char disc [25];
CHAR_DATA *victim;
int improve, sn, col;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_MORE(ch, MORE_NPC))
{
send_to_char("NPC's cannot teach disciplines.\n\r",ch);
return;
}
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Syntax: teach <person> <discipline>\n\r", ch );
send_to_char( "The following list contains your disciplines and the level you can teach to.\n\r", ch );
send_to_char( "--------------------------------------------------------------------------------\n\r", ch );
col = 0;
for ( sn = 0; sn <= DISC_MAX; sn++ )
{
if ( ch->pcdata->powers[sn] == 0 ) continue;
switch (sn)
{
default:
strcpy(disc,"None");
break;
case DISC_ANIMALISM:
strcpy(disc,"Animalism");
break;
case DISC_AUSPEX:
strcpy(disc,"Auspex");
break;
case DISC_CELERITY:
strcpy(disc,"Celerity");
break;
case DISC_CHIMERSTRY:
strcpy(disc,"Chimerstry");
break;
case DISC_DAIMOINON:
strcpy(disc,"Daimoinon");
break;
case DISC_DOMINATE:
strcpy(disc,"Dominate");
break;
case DISC_FORTITUDE:
strcpy(disc,"Fortitude");
break;
case DISC_MELPOMINEE:
strcpy(disc,"Melpominee");
break;
case DISC_NECROMANCY:
strcpy(disc,"Necromancy");
break;
case DISC_OBEAH:
strcpy(disc,"Obeah");
break;
case DISC_OBFUSCATE:
strcpy(disc,"Obfuscate");
break;
case DISC_OBTENEBRATION:
strcpy(disc,"Obtenebration");
break;
case DISC_POTENCE:
strcpy(disc,"Potence");
break;
case DISC_PRESENCE:
strcpy(disc,"Presence");
break;
case DISC_PROTEAN:
strcpy(disc,"Protean");
break;
case DISC_QUIETUS:
strcpy(disc,"Quietus");
break;
case DISC_SERPENTIS:
strcpy(disc,"Serpentis");
break;
case DISC_THANATOSIS:
strcpy(disc,"Thanatosis");
break;
case DISC_THAUMATURGY:
strcpy(disc,"Thaumaturgy");
break;
case DISC_VICISSITUDE:
strcpy(disc,"Vicissitude");
break;
}
sprintf( buf, "%-15s: %-2d ",
disc, ch->pcdata->powers[sn] );
send_to_char( buf, ch );
if ( ++col % 3 == 0 ) send_to_char( "\n\r", ch );
}
if ( col % 3 != 0 ) send_to_char( "\n\r", ch );
send_to_char( "--------------------------------------------------------------------------------\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot teach yourself!\n\r", ch );
return;
}
if (IS_NPC(victim))
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if (!str_cmp(arg2,"animalism"))
improve = DISC_ANIMALISM;
else if (!str_cmp(arg2,"auspex"))
improve = DISC_AUSPEX;
else if (!str_cmp(arg2,"celerity"))
improve = DISC_CELERITY;
else if (!str_cmp(arg2,"chimerstry"))
improve = DISC_CHIMERSTRY;
else if (!str_cmp(arg2,"daimoinon"))
improve = DISC_DAIMOINON;
else if (!str_cmp(arg2,"dominate"))
improve = DISC_DOMINATE;
else if (!str_cmp(arg2,"fortitude"))
improve = DISC_FORTITUDE;
else if (!str_cmp(arg2,"melpominee"))
improve = DISC_MELPOMINEE;
else if (!str_cmp(arg2,"necromancy"))
improve = DISC_NECROMANCY;
else if (!str_cmp(arg2,"obeah"))
improve = DISC_OBEAH;
else if (!str_cmp(arg2,"obfuscate"))
improve = DISC_OBFUSCATE;
else if (!str_cmp(arg2,"obtenebration"))
improve = DISC_OBTENEBRATION;
else if (!str_cmp(arg2,"potence"))
improve = DISC_POTENCE;
else if (!str_cmp(arg2,"presence"))
improve = DISC_PRESENCE;
else if (!str_cmp(arg2,"protean"))
improve = DISC_PROTEAN;
else if (!str_cmp(arg2,"quietus"))
improve = DISC_QUIETUS;
else if (!str_cmp(arg2,"serpentis"))
improve = DISC_SERPENTIS;
else if (!str_cmp(arg2,"thanatosis"))
improve = DISC_THANATOSIS;
else if (!str_cmp(arg2,"thaumaturgy"))
improve = DISC_THAUMATURGY;
else if (!str_cmp(arg2,"vicissitude"))
improve = DISC_VICISSITUDE;
else
{
send_to_char("You know of no such discipline.\n\r",ch);
return;
}
if (ch->pcdata->powers[improve] == 0)
{
send_to_char("You know of no such discipline.\n\r",ch);
return;
}
if (ch->pcdata->powers[improve] < 3)
{
send_to_char("You require level 3 in a discipline before you can teach it.\n\r",ch);
return;
}
if (!IS_VAMPIRE(victim))
{
send_to_char("They are unable to learn disciplines.\n\r",ch);
return;
}
if (!IS_IMMUNE(victim, IMM_VAMPIRE))
{
send_to_char("They refuse to learn any disciplines.\n\r",ch);
return;
}
if (victim->pcdata->powers[improve] != 0)
{
send_to_char("They already know that discipline.\n\r",ch);
return;
}
victim->pcdata->powers[improve] = -1;
sprintf(buf,"You teach $N how to use the %s discipline.",capitalize(arg2));
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n teaches you how to use the %s discipline.",capitalize(arg2));
act(buf,ch,NULL,victim,TO_VICT);
return;
}
void do_pigeon( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if ( get_disc(ch,DISC_ANIMALISM) < 1
&& get_tribe( ch, TRIBE_BONE_GNAWERS ) < 1 )
{
send_to_char( "Huh?\n\r", ch );
return;
}
/*
if (get_disc(ch,DISC_ANIMALISM) < 1)
{
send_to_char("You require level 1 Animalism to call a Carrier Pigeon.\n\r",ch);
return;
}
else if (get_tribe( ch, TRIBE_BONE_GNAWERS ) < 1 )
{
send_to_char("You require level 1 Bone Gnawers to call a Carrier Pigeon.\n\r",ch);
return;
}
*/
if ( arg1[0] == '\0' )
{
send_to_char( "Transport which object?\n\r", ch );
return;
}
if ( arg2[0] == '\0' )
{
send_to_char( "Transport who whom?\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (victim == ch)
{
send_to_char( "You cannot send things to yourself!\n\r", ch );
return;
}
if (victim->in_room == NULL || victim->in_room == ch->in_room)
{
send_to_char( "But they are already here!\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You are not carrying that item.\n\r", ch );
return;
}
if (obj->weight > 100)
{
send_to_char( "That item weighs too much for the pigeon to carry.\n\r", ch );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to send $p to you via a pigeon.",ch,obj,victim,TO_VICT);
}
return;
}
if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_TRANSPORT))
{
send_to_char( "You are unable to transport anything to them.\n\r", ch );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to send $p to you via a pigeon.",ch,obj,victim,TO_VICT);
}
return;
}
if ( IS_AFFECTED(ch,AFF_ETHEREAL) || IS_AFFECTED(victim,AFF_ETHEREAL) )
{
send_to_char( "Nothing happens.\n\r", ch );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to send $p to you via a pigeon.",ch,obj,victim,TO_VICT);
}
return;
}
if ( victim->carry_number + 1 > can_carry_n( victim ) )
{
act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to send $p to you via a pigeon.",ch,obj,victim,TO_VICT);
}
return;
}
if ( victim->carry_weight + get_obj_weight( obj ) > can_carry_w( victim ) )
{
act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to send $p to you via a pigeon.",ch,obj,victim,TO_VICT);
}
return;
}
if ( !can_see_obj( victim, obj ) )
{
act( "$N can't see it.", ch, NULL, victim, TO_CHAR );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to send $p to you via a pigeon.",ch,obj,victim,TO_VICT);
}
return;
}
send_to_char( "A pigeon flies down from the sky and lands on your shoulder.\n\r", ch );
act("A pigeon flies down from the sky and lands on $n's shoulder.",ch,NULL,NULL,TO_ROOM);
act("You place $p in the pigeon's beak.",ch,obj,NULL,TO_CHAR);
act("$n places $p in the pigeon's beak.",ch,obj,NULL,TO_ROOM);
send_to_char( "The pigeon takes off from your shoulder and flies away.\n\r", ch );
act("The pigeon takes off from $n's shoulder and flies away.",ch,NULL,NULL,TO_ROOM);
obj_from_char(obj);
obj_to_char(obj,victim);
send_to_char( "A pigeon flies down from the sky and lands on your shoulder.\n\r", victim );
act("A pigeon flies down from the sky and lands on $n's shoulder.",victim,NULL,NULL,TO_ROOM);
act("You take $p from the pigeon's beak.",victim,obj,NULL,TO_CHAR);
act("$n takes $p from the pigeon's beak.",victim,obj,NULL,TO_ROOM);
send_to_char( "The pigeon takes off from your shoulder and flies away.\n\r", victim );
act("The pigeon takes off from $n's shoulder and flies away.",victim,NULL,NULL,TO_ROOM);
do_autosave(ch,"");
do_autosave(victim,"");
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just sent $p to you via a pigeon.",ch,obj,victim,TO_VICT);
}
return;
}
void do_beckon( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_WEREWOLF(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_ANIMALISM) < 2)
{
if (get_breed(ch, BREED_LUPUS) < 2)
{
if (IS_ABOMINATION(ch))
send_to_char("You require level 2 Animalism or level 2 Lupus power to Beckon an animal.\n\r",ch);
else if (IS_WEREWOLF(ch))
send_to_char("You require the level 2 Lupus power to Beckon an animal.\n\r",ch);
else
send_to_char("You require level 2 Animalism to Beckon an animal.\n\r",ch);
return;
}
}
if (arg[0] == '\0')
{
send_to_char("Please select the type of animal you which to summon.\n\r",ch);
send_to_char("Choose from: Horse, Frog, Raven, Cat, Dog, Yak.\n\r",ch);
return;
}
if (ch->pcdata->followers > 4)
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
strcpy(buf, "$N trots into the room." );
if (!str_cmp(arg,"stallion") || !str_cmp(arg,"horse") ||
!str_cmp(arg,"mount"))
{
ch->pcdata->followers++;
victim=create_mobile( get_mob_index( MOB_VNUM_MOUNT ) );
victim->level = 50;
victim->armor = -500;
victim->hitroll = 50;
victim->damroll = 50;
victim->hit = 5000;
victim->max_hit = 5000;
free_string(victim->name);
victim->name = str_dup("mount black horse stallion");
sprintf(buf,"%s's black stallion",ch->name);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
free_string(victim->long_descr);
victim->long_descr = str_dup("A beautiful black stallion stands here.\n\r");
strcpy(buf, "$N trots into the room." );
}
else if (!str_cmp(arg,"frog"))
{
ch->pcdata->followers++;
victim=create_mobile( get_mob_index( MOB_VNUM_FROG ) );
strcpy(buf, "$N hops into the room." );
}
else if (!str_cmp(arg,"raven"))
{
ch->pcdata->followers++;
victim=create_mobile( get_mob_index( MOB_VNUM_RAVEN ) );
strcpy(buf, "$N flies into the room." );
}
else if (!str_cmp(arg,"dog"))
{
ch->pcdata->followers++;
victim=create_mobile( get_mob_index( MOB_VNUM_DOG ) );
}
else if (!str_cmp(arg,"cat"))
{
ch->pcdata->followers++;
victim=create_mobile( get_mob_index( MOB_VNUM_CAT ) );
}
else if (!str_cmp(arg,"molerat"))
{
ch->pcdata->followers++;
victim=create_mobile( get_mob_index( MOB_VNUM_MOLERAT ) );
}
else if (!str_cmp(arg,"yak"))
{
ch->pcdata->followers++;
victim=create_mobile( get_mob_index( MOB_VNUM_YAK ) );
}
else
{
send_to_char("Please select the type of animal you which to summon.\n\r",ch);
send_to_char("Choose from: Horse, Frog, Raven, Cat, Dog, Yak.\n\r",ch);
return;
}
free_string(victim->lord);
victim->lord = str_dup(ch->name);
char_to_room( victim, ch->in_room );
send_to_char("You whistle loudly.\n\r",ch);
act( "$n whistles loudly.", ch, NULL, victim, TO_ROOM );
act( buf, ch, NULL, victim, TO_CHAR );
act( buf, ch, NULL, victim, TO_ROOM );
return;
}
void do_beastwithin( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( IS_NPC(ch) )
return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_WEREWOLF(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_ANIMALISM) < 5)
{
if (get_auspice(ch, AUSPICE_GALLIARD) < 3)
{
if (IS_ABOMINATION(ch))
send_to_char("You require level 5 Animalism or level 3 Galliard to use Beast Within.\n\r",ch);
else if (IS_WEREWOLF(ch))
send_to_char("You require the level 3 Galliard power to use Beast Within.\n\r",ch);
else
send_to_char("You require level 5 Animalism to use Beast Within.\n\r",ch);
return;
}
}
if ( arg[0] == '\0' ) victim = ch;
else if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (IS_NPC(victim) || (!IS_VAMPIRE(victim) && !IS_WEREWOLF(victim)))
{
send_to_char("But they have no beast to call forth!\n\r",ch);
return;
}
if (IS_WEREWOLF(victim) && IS_SET(victim->act, PLR_WEREWOLF))
{
send_to_char("Their beast is already controlling them.\n\r",ch);
return;
}
if ( !IS_WEREWOLF(victim) && victim->pcdata->wolf > 0 )
{
if (ch == victim)
send_to_char("Your beast is already controlling you.\n\r",ch);
else
send_to_char("Their beast is already controlling them.\n\r",ch);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Beast Within on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if ( !IS_WEREWOLF(victim) && (victim->beast < 20 || get_disc(victim,DISC_ANIMALISM) > 6) )
{
if (ch == victim)
send_to_char("You have too much control over your beast to use Beast Within.\n\r",ch);
else
send_to_char("They have too much control over their beast to use Beast Within on.\n\r",ch);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Beast Within on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if (victim->pcdata->resist[WILL_ANIMALISM] > 0)
{
send_to_char("You failed.\n\r",ch);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Beast Within on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if (IS_WILLPOWER(victim, RES_ANIMALISM) &&
victim->pcdata->willpower[0] >= 10)
{
victim->pcdata->willpower[0] -= 10;
victim->pcdata->resist[WILL_ANIMALISM] = 60;
if (!IS_WILLPOWER(victim, RES_TOGGLE))
REMOVE_BIT(victim->pcdata->resist[0], RES_ANIMALISM);
send_to_char("You failed.\n\r",ch);
send_to_char("You burn some willpower to resist Beast Within.\n\r",victim);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Beast Within on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if (IS_VAMPIRE(victim) && get_disc(victim,DISC_PROTEAN) > 0 &&
!IS_VAMPAFF(victim, VAM_NIGHTSIGHT) ) do_nightsight(victim,"");
if (IS_VAMPIRE(victim) && !IS_VAMPAFF(victim, VAM_FANGS)) do_fangs(victim,"");
if (IS_VAMPIRE(victim) && get_disc(victim,DISC_PROTEAN) > 1 &&
!IS_VAMPAFF(victim, VAM_CLAWS) ) do_claws(victim,"");
if (IS_WEREWOLF(victim))
{
victim->pcdata->wolf = number_range(150,200);
do_werewolf(victim,"");
}
else
{
if (victim->beast > 0) do_beastlike(victim,"");
send_to_char("You bare yours fangs and growl as your inner beast consumes you.\n\r",victim);
act("$n bares $s fangs and growls as $s inner beast consumes $m.",victim,NULL,NULL,TO_ROOM);
victim->pcdata->wolf += number_range(10,20);
}
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just used Beast Within on you.",ch,NULL,victim,TO_VICT);
}
WAIT_STATE(ch,12);
return;
}
void do_serenity( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( IS_NPC(ch) )
return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_WEREWOLF(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_ANIMALISM) < 3)
{
if (get_tribe(ch, TRIBE_CHILDREN_OF_GAIA) < 4)
{
if (IS_ABOMINATION(ch))
send_to_char("You require level 3 Animalism or level 4 Children of Gaia to use Serenity.\n\r",ch);
else if (IS_WEREWOLF(ch))
send_to_char("You require the level 4 Children of Gaia power to use Serenity.\n\r",ch);
else
send_to_char("You require level 3 Animalism to use Song of Serenity.\n\r",ch);
return;
}
}
if ( arg[0] == '\0' ) victim = ch;
else if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (IS_NPC(victim) || (!IS_VAMPIRE(victim) && !IS_SET(victim->act, PLR_WOLFMAN)))
{
send_to_char("They have no beast to suppress!\n\r",ch);
return;
}
if ( victim->pcdata->wolf < 1 )
{
if (ch == victim)
send_to_char("But your beast is not controlling you.\n\r",ch);
else
send_to_char("But their beast is not controlling them.\n\r",ch);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Song of Serenity on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if ( get_disc(victim,DISC_ANIMALISM) > 6 )
{
if (ch == victim)
send_to_char("You have too much control over your beast to use Song of Serenity.\n\r",ch);
else
send_to_char("They have too much control over their beast to use Song of Serenity on.\n\r",ch);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Song of Serenity on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if (victim->pcdata->resist[WILL_ANIMALISM] > 0 || IS_ITEMAFF(victim, ITEMA_RAGER))
{
send_to_char("You failed.\n\r",ch);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Song of Serenity on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if (IS_WILLPOWER(victim, RES_ANIMALISM) &&
victim->pcdata->willpower[0] >= 10)
{
victim->pcdata->willpower[0] -= 10;
victim->pcdata->resist[WILL_ANIMALISM] = 60;
if (!IS_WILLPOWER(victim, RES_TOGGLE))
REMOVE_BIT(victim->pcdata->resist[0], RES_ANIMALISM);
send_to_char("You failed.\n\r",ch);
send_to_char("You burn some willpower to resist Song of Serenity.\n\r",victim);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Song of Serenity on you.",ch,NULL,victim,TO_VICT);
}
return;
}
send_to_char("You take a deep breath and force back your inner beast.\n\r",victim);
act("$n takes a deep breath and forces back $s inner beast.",victim,NULL,NULL,TO_ROOM);
victim->pcdata->wolf = 0;
if (IS_WEREWOLF(victim)) do_unwerewolf(victim,"");
if (IS_VAMPAFF(victim, VAM_NIGHTSIGHT) && !IS_POLYAFF(victim, POLY_ZULO))
do_nightsight(victim,"");
if (IS_VAMPAFF(victim, VAM_FANGS) && !IS_POLYAFF(victim, POLY_ZULO))
do_fangs(victim,"");
if (IS_VAMPAFF(victim, VAM_CLAWS) && !IS_POLYAFF(victim, POLY_ZULO))
do_claws(victim,"");
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just used Song of Serenity on you.",ch,NULL,victim,TO_VICT);
}
WAIT_STATE(ch,12);
return;
}
void do_sharespirit( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *familiar;
char arg [MAX_INPUT_LENGTH];
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_ANIMALISM) < 4)
{
send_to_char("You require level 4 Animalism to Share Spirits with an animal.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "What do you wish to share spirits with?\n\r", ch );
return;
}
if ( ( familiar = ch->pcdata->familiar ) != NULL )
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "I think not...\n\r", ch );
return;
}
if ( !IS_NPC(victim) )
{
send_to_char( "Not on players.\n\r", ch );
return;
}
if ( ( familiar = victim->wizard ) != NULL )
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
switch ( victim->pIndexData->vnum )
{
default:
send_to_char( "Nothing happens.\n\r", ch );
return;
case 3062:
case 3066:
case 5333:
case 30006:
case 30007:
case 30008:
case 30009:
case 30010:
case 30013:
case 30014:
break;
}
act("You merge your spirit with that of $N.",ch,NULL,victim,TO_CHAR);
ch->pcdata->familiar = victim;
victim->wizard = ch;
return;
}
void do_projection( CHAR_DATA *ch, char *argument )
{
char buf[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *familiar;
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_DEMON(ch) && !IS_HIGHLANDER(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_AUSPEX) < 4)
{
if ( IS_DEMON(ch) )
send_to_char("You require Expert Vision to Astrally Project yourself.\n\r",ch);
else
send_to_char("You require level 4 Auspex to Astrally Project yourself.\n\r",ch);
return;
}
if ( ( familiar = ch->pcdata->familiar ) != NULL )
{
if (IS_EXTRA(ch, EXTRA_NO_ACTION))
{
extract_char(familiar, TRUE);
send_to_char( "Your astral projection vanishes.\n\r", ch );
REMOVE_BIT(ch->extra, EXTRA_NO_ACTION);
REMOVE_BIT(ch->more, MORE_PROJECTION);
}
else send_to_char( "Nothing happens.\n\r", ch );
return;
}
if (ch->pcdata->followers > 4)
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
ch->pcdata->followers++;
victim=create_mobile( get_mob_index( MOB_VNUM_ASTRAL ) );
free_string(victim->lord);
victim->lord = str_dup(ch->name);
victim->level = 50;
victim->hit = ch->hit;
victim->max_hit = ch->max_hit;
victim->mana = ch->mana;
victim->max_mana = ch->max_mana;
victim->move = ch->move;
victim->max_move = ch->max_move;
victim->hitroll = char_hitroll(ch);
victim->damroll = char_damroll(ch);
victim->armor = char_ac(ch);
free_string(victim->name);
victim->name = str_dup(ch->name);
free_string(victim->short_descr);
victim->short_descr = str_dup(ch->name);
sprintf(buf,"%s is here.\n\r",ch->name);
free_string(victim->long_descr);
victim->long_descr = str_dup(buf);
char_to_room(victim,ch->in_room);
send_to_char("You astrally project your spirit into the room.\n\r",ch);
act("$n closes $s eyes and a look of concentration crosses $s face.",ch,NULL,NULL,TO_ROOM);
ch->pcdata->familiar = victim;
victim->wizard = ch;
SET_BIT(victim->more, MORE_SPIRIT);
SET_BIT(victim->vampaff, VAM_SPIRITEYES);
SET_BIT(ch->extra, EXTRA_NO_ACTION);
SET_BIT(ch->more, MORE_PROJECTION);
return;
}
void do_unveil( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
bool stop_unv = FALSE;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_DEMON(ch) && !IS_HIGHLANDER(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_AUSPEX) < 3)
{
if ( IS_DEMON(ch) )
send_to_char("You require Advanced Vision to Unveil the Shrouded Mind.\n\r",ch);
else
send_to_char("You require level 3 Auspex to Unveil the Shrouded Mind.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Unveil the Shrouded Mind of whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (IS_NPC(victim))
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if (IS_IMMORTAL(victim))
{
if (ch != victim) send_to_char( "Nothing happens.\n\r", ch );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Unveil the Shrouded Mind on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if ( victim->desc == NULL )
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
if ( victim == ch )
{
for ( d = descriptor_list; d != NULL; d = d->next )
{
if ( d->snoop_by == ch->desc )
{
d->snoop_by = NULL;
stop_unv = TRUE;
}
}
if (stop_unv)
send_to_char( "You cease trying to Unveil any minds.\n\r", ch );
else if (get_truedisc(ch,DISC_AUSPEX) < 20)
send_to_char( "How can you Unveil your own shrouded mind?\n\r", ch );
return;
}
if ( victim->desc->snoop_by != NULL )
{
send_to_char( "You failed.\n\r", ch );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Unveil the Shrouded Mind on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if (IS_SET(victim->act, PLR_WATCHER))
{
send_to_char( "You failed.\n\r", ch );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Unveil the Shrouded Mind on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if (IS_IMMUNE(victim, IMM_SHIELDED))
{
send_to_char( "You failed.\n\r", ch );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Unveil the Shrouded Mind on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if ( ch->desc != NULL )
{
for ( d = ch->desc->snoop_by; d != NULL; d = d->snoop_by )
{
if ( d->character == victim || d->original == victim )
{
send_to_char( "Nothing happens.\n\r", ch );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Unveil the Shrouded Mind on you.",ch,NULL,victim,TO_VICT);
}
return;
}
}
}
if (victim->pcdata->resist[WILL_AUSPEX] > 0)
{
send_to_char("You failed.\n\r",ch);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Unveil the Shrouded Mind on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if (IS_WILLPOWER(victim, RES_AUSPEX) &&
victim->pcdata->willpower[0] >= 10)
{
victim->pcdata->willpower[0] -= 10;
victim->pcdata->resist[WILL_AUSPEX] = 60;
if (!IS_WILLPOWER(victim, RES_TOGGLE))
REMOVE_BIT(victim->pcdata->resist[0], RES_AUSPEX);
send_to_char("You failed.\n\r",ch);
send_to_char("You burn some willpower to resist Unveil the Shrouded Mind.\n\r",victim);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Unveil the Shrouded Mind on you.",ch,NULL,victim,TO_VICT);
}
return;
}
victim->desc->snoop_by = ch->desc;
send_to_char( "You attempt to Unveil their Shrouded Mind.\n\r", ch );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just used Unveil the Shrouded Mind on you.",ch,NULL,victim,TO_VICT);
}
return;
}
void do_embrace( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
int dam = number_range(500,1000);
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ((victim = ch->embrace) != NULL && victim->embrace != NULL &&
victim->embrace == ch)
{
if (ch->embraced == ARE_EMBRACED)
{
send_to_char("You are already being embraced.\n\r",ch);
return;
}
if (number_percent() < ch->beast && ch->blood[0] < ch->blood[1])
{
send_to_char("You are unable to stop drinking.\n\r",ch);
WAIT_STATE(ch, 12);
return;
}
act("You retract your fangs from $N's neck.",ch,NULL,victim,TO_CHAR);
act("$n retracts $s fangs from your neck.",ch,NULL,victim,TO_VICT);
act("$n retracts $s fangs from $N's neck.",ch,NULL,victim,TO_NOTVICT);
act("You release your hold on $N.",ch,NULL,victim,TO_CHAR);
act("$n releases $s hold on you.",ch,NULL,victim,TO_VICT);
act("$n releases $s hold on $N.",ch,NULL,victim,TO_NOTVICT);
ch->embrace = NULL;
ch->embraced = ARE_NONE;
victim->embrace = NULL;
victim->embraced = ARE_NONE;
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Who do you wish to embrace?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot embrace yourself, fool!\n\r", ch );
return;
}
if (is_safe(ch,victim)) return;
if (victim->position == POS_FIGHTING)
{
send_to_char( "They are too busy fighting at the moment.\n\r", ch );
return;
}
if (!IS_NPC(victim) && victim->position == POS_STUNNED)
{
send_to_char( "Not while they are stunned.\n\r", ch );
return;
}
if (victim->embrace != NULL)
{
send_to_char( "They are already being embraced.\n\r", ch );
return;
}
act("You step towards $N, with your arms outstretched.",ch,NULL,victim,TO_CHAR);
act("$n step towards you, with $s arms outstretched.",ch,NULL,victim,TO_VICT);
act("$n step towards $N, with $s arms outstretched.",ch,NULL,victim,TO_NOTVICT);
if (IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL &&
victim->master == ch)
send_to_char( "You stand helpless before your master.\n\r", victim );
else if (IS_IMMUNE(victim, IMM_VAMPIRE))
act("You stand defenceless before $m",ch,NULL,victim,TO_VICT);
else if (victim->position < POS_MEDITATING)
act("You leap onto $S defenseless body.",ch,NULL,victim,TO_CHAR);
else
{
act("$N leaps out of your reach!",ch,NULL,victim,TO_CHAR);
act("You leap out of $s reach!",ch,NULL,victim,TO_VICT);
act("$N leap out of $n's reach!",ch,NULL,victim,TO_NOTVICT);
return;
}
act("You grab hold of $N in a close embrace.",ch,NULL,victim,TO_CHAR);
act("$n grabs hold of you in a close embrace.",ch,NULL,victim,TO_VICT);
act("$n grabs hold of $N in a close embrace.",ch,NULL,victim,TO_NOTVICT);
if (IS_MORE(victim, MORE_BRISTLES))
{
damage( victim, ch, dam, gsn_spines );
stop_fighting(victim, TRUE);
}
if (ch->position < POS_STANDING) return;
if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs (ch,"");
act("You sink your fangs into $N's neck.",ch,NULL,victim,TO_CHAR);
act("$n sinks $s fangs into your neck.",ch,NULL,victim,TO_VICT);
act("$n sinks $s fangs into $N's neck.",ch,NULL,victim,TO_NOTVICT);
ch->embrace = victim;
ch->embraced = ARE_EMBRACING;
victim->embrace = ch;
victim->embraced = ARE_EMBRACED;
return;
}
void do_guardian( CHAR_DATA *ch, char *argument )
{
char buf [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
AFFECT_DATA af;
int sn;
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && (!IS_DEMON(ch) || IS_ANGEL(ch)))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (get_disc(ch,DISC_DAIMOINON) < 1)
{
send_to_char("You require level 1 Daimoinon to call forth a Guardian Demon.\n\r",ch);
return;
}
if (ch->pcdata->followers > 4)
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
ch->pcdata->followers++;
victim=create_mobile( get_mob_index( MOB_VNUM_GUARDIAN ) );
victim->level = 50;
victim->hit = 5000;
victim->max_hit = 5000;
victim->hitroll = 50;
victim->damroll = 50;
victim->armor = -500;
victim->alignment = -1000;
free_string(victim->lord);
victim->lord = str_dup(ch->name);
strcpy(buf,"Come forth, creature of darkness, and do my bidding!");
do_say( ch, buf );
send_to_char( "A demon bursts from the ground and bows before you.\n\r",ch );
act( "$N bursts from the ground and bows before $n.", ch, NULL, victim, TO_ROOM );
char_to_room( victim, ch->in_room );
if ( ( sn = skill_lookup( "guardian" ) ) < 0 )
{
send_to_char( "Bug - please inform Morglum.\n\r", ch );
return;
}
add_follower( victim, ch );
af.type = sn;
af.duration = 6666;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char( victim, &af );
return;
}
void do_fear( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
AFFECT_DATA af;
char arg [MAX_INPUT_LENGTH];
int sn;
int level;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && (!IS_DEMON(ch) || IS_ANGEL(ch)))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_DAIMOINON) < 2)
{
send_to_char("You require level 2 Daimoinon to use Consuming Fear.\n\r",ch);
return;
}
if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,"");
if ( arg[0] == '\0' )
{
send_to_char( "Who do you wish to use Consuming Fear on?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (ch == victim)
{
send_to_char( "You're pretty scared of yourself!\n\r", ch );
return;
}
if ( IS_AFFECTED(victim, AFF_FEAR) )
{
send_to_char( "They are already pretty scared.\n\r", ch );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Consuming Fear on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if ( IS_MORE(victim, MORE_COURAGE) )
{
send_to_char( "They are far too brave to be scared so easily.\n\r", ch );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Consuming Fear on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if (!IS_NPC(victim) && (IS_VAMPIRE(victim) || IS_GHOUL(victim)) &&
get_disc(victim,DISC_DAIMOINON) >=
get_disc(ch,DISC_DAIMOINON))
{
send_to_char( "Your Consuming Fear has no effect on them.\n\r", ch );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Consuming Fear on you.",ch,NULL,victim,TO_VICT);
}
return;
}
if ( is_safe(ch, victim) )
{
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Consuming Fear on you.",ch,NULL,victim,TO_VICT);
}
return;
}
level = get_disc(ch,DISC_DAIMOINON) * 5;
if ( saves_spell( level, victim ) && victim->position >= POS_FIGHTING )
{
act("$E ignores you.",ch,NULL,victim,TO_CHAR);
act("You ignore $m.",ch,NULL,victim,TO_VICT);
act("$N ignores $n.",ch,NULL,victim,TO_NOTVICT);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Consuming Fear on you.",ch,NULL,victim,TO_VICT);
}
return;
}
send_to_char("You scream in terror as you are Consumed with Infernal Fear!\n\r",victim);
act("$n screams in terror as $e is Consumed with Infernal Fear.",victim,NULL,NULL,TO_ROOM);
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just used Consuming Fear on you.",ch,NULL,victim,TO_VICT);
}
if ( ( sn = skill_lookup( "fear" ) ) < 0 )
{
send_to_char( "Bug - please inform Morglum.\n\r", ch );
return;
}
af.type = sn;
af.location = APPLY_HITROLL;
af.modifier = 0 - get_disc(ch,DISC_DAIMOINON);
af.duration = number_range(1,2);
af.bitvector = AFF_FEAR;
affect_to_char( victim, &af );
af.location = APPLY_DAMROLL;
af.modifier = 0 - get_disc(ch,DISC_DAIMOINON);
affect_to_char( victim, &af );
WAIT_STATE( ch, 12 );
return;
}
void do_tasteblood( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
char disc [40];
char vampend [5];
int col, sn;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_THAUMATURGY) < 1)
{
send_to_char("You require level 1 Thaumaturgy to use Taste of Blood.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Who do you wish to use this power on?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They are not here.\n\r", ch );
return;
}
act("You examine $N intently.",ch,NULL,victim,TO_CHAR);
act("$n examines $N intently.",ch,NULL,victim,TO_NOTVICT);
act("$n examines you intently.",ch,NULL,victim,TO_VICT);
send_to_char( "--------------------------------------------------------------------------------\n\r", ch );
if (IS_NPC(victim) || !IS_VAMPIRE(victim))
{
sprintf(buf,"Name: %-15s Blood: %-15d Blood Pool: %d\n\r",
IS_NPC(victim) ? victim->short_descr : victim->name,
victim->blood[0],victim->blood[1]);
send_to_char(buf,ch);
send_to_char( "--------------------------------------------------------------------------------\n\r", ch );
if (!IS_GHOUL(victim)) return;
}
switch (victim->vampgen)
{
default: strcpy(vampend,"th"); break;
case 1: strcpy(vampend,"st"); break;
case 2: strcpy(vampend,"nd"); break;
case 3: strcpy(vampend,"rd"); break;
case 4: strcpy(vampend,"th"); break;
case 5: strcpy(vampend,"th"); break;
case 6: strcpy(vampend,"th"); break;
case 7: strcpy(vampend,"th"); break;
}
if (IS_VAMPIRE(victim))
{
sprintf(buf,"Name: %-15s Clan: %-15s Generation: %d%s\n\r",
victim->name,
strlen(victim->clan) < 2 ? "Caitiff" : victim->clan,
victim->vampgen, vampend);
send_to_char( buf, ch );
send_to_char( "--------------------------------------------------------------------------------\n\r", ch );
sprintf(buf,"Blood: %-15d Blood Pool: %-10d Blood Potence: %d\n\r",
victim->blood[0],victim->blood[1],victim->blood[2]);
send_to_char(buf,ch);
send_to_char( "--------------------------------------------------------------------------------\n\r", ch );
}
col = 0;
for ( sn = 0; sn <= DISC_MAX; sn++ )
{
if ( get_disc(victim,sn) == 0 ) continue;
switch (sn)
{
default: strcpy(disc,"None"); break;
case DISC_ANIMALISM: strcpy(disc,"Animalism"); break;
case DISC_AUSPEX: strcpy(disc,"Auspex"); break;
case DISC_CELERITY: strcpy(disc,"Celerity"); break;
case DISC_CHIMERSTRY: strcpy(disc,"Chimerstry"); break;
case DISC_DAIMOINON: strcpy(disc,"Daimoinon"); break;
case DISC_DOMINATE: strcpy(disc,"Dominate"); break;
case DISC_FORTITUDE: strcpy(disc,"Fortitude"); break;
case DISC_MELPOMINEE: strcpy(disc,"Melpominee"); break;
case DISC_NECROMANCY: strcpy(disc,"Necromancy"); break;
case DISC_OBEAH: strcpy(disc,"Obeah"); break;
case DISC_OBFUSCATE: strcpy(disc,"Obfuscate"); break;
case DISC_OBTENEBRATION: strcpy(disc,"Obtenebration"); break;
case DISC_POTENCE: strcpy(disc,"Potence"); break;
case DISC_PRESENCE: strcpy(disc,"Presence"); break;
case DISC_PROTEAN: strcpy(disc,"Protean"); break;
case DISC_QUIETUS: strcpy(disc,"Quietus"); break;
case DISC_SERPENTIS: strcpy(disc,"Serpentis"); break;
case DISC_THANATOSIS: strcpy(disc,"Thanatosis"); break;
case DISC_THAUMATURGY: strcpy(disc,"Thaumaturgy"); break;
case DISC_VICISSITUDE: strcpy(disc,"Vicissitude"); break;
}
if ( get_disc(victim,sn) < 0 )
{
sprintf( buf, "%-15s: 0 ",
disc );
send_to_char( buf, ch );
if ( ++col % 3 == 0 ) send_to_char( "\n\r", ch );
}
else
{
sprintf( buf, "%-15s: %-2d ",
disc, get_disc(victim,sn) );
send_to_char( buf, ch );
if ( ++col % 3 == 0 ) send_to_char( "\n\r", ch );
}
}
if ( col % 3 != 0 ) send_to_char( "\n\r", ch );
send_to_char( "--------------------------------------------------------------------------------\n\r", ch );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just used Taste of Blood on you.",ch,NULL,victim,TO_VICT);
}
return;
}
void do_bloodrage( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_THAUMATURGY) < 2)
{
send_to_char("You require level 2 Thaumaturgy to use Blood Rage.\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
send_to_char( "Who do you wish to use this power on?\n\r", ch );
return;
}
if ( arg2[0] == '\0' )
{
send_to_char( "Do you wish to make them regenerate or boost a stat?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{
send_to_char( "They are not here.\n\r", ch );
return;
}
if (IS_NPC(victim) || !IS_VAMPIRE(victim))
{
send_to_char( "You can only use this power on vampires.\n\r", ch );
return;
}
act("You focus and concentrate on $N's blood.",ch,NULL,victim,TO_CHAR);
do_regenerate(victim,"");
WAIT_STATE( ch, 12 );
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just used Blood Rage on you.",ch,NULL,victim,TO_VICT);
}
return;
}
void do_potency( CHAR_DATA *ch, char *argument )
{
AFFECT_DATA af;
int sn;
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_THAUMATURGY) < 3)
{
send_to_char("You require level 3 Thaumaturgy to use Blood Potency.\n\r",ch);
return;
}
if (is_affected(ch, gsn_potency) || IS_GHOUL(ch))
{
send_to_char("You are unable to concentrate the potency of your blood any further.\n\r",ch);
return;
}
if (ch->blood[0] < ((14 - ch->vampgen) * 10))
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
ch->blood[0] -= ((14 - ch->vampgen) * 10);
if ( ( sn = skill_lookup( "blood potency" ) ) < 0 ) return;
af.type = sn;
af.duration = (get_disc(ch,DISC_THAUMATURGY) * number_range(5,10));
af.location = APPLY_BLOOD_MAX;
af.modifier = 100;
af.bitvector = 0;
affect_to_char( ch, &af );
af.location = APPLY_BLOOD_POT;
af.modifier = 1;
affect_to_char( ch, &af );
act( "A look of concentration crosses $n's face.", ch, NULL, NULL, TO_ROOM );
send_to_char("You concentrate the potency of your blood.\n\r",ch);
WAIT_STATE( ch, 12 );
return;
}
void do_theftvitae( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
int blood = number_range(5,10);
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_THAUMATURGY) < 4)
{
send_to_char("You require level 4 Thaumaturgy to use Theft of Vitae.\n\r",ch);
return;
}
if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,"");
if (arg[0] == '\0' && ch->fighting == NULL)
{
send_to_char( "Who's Vitae do you wish to steal?\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
if (ch == victim)
{
send_to_char( "Now that would be completely pointless.\n\r", ch );
return;
}
if (is_safe(ch,victim))
{
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just failed to use Theft of Vitae on you.",ch,NULL,victim,TO_VICT);
}
return;
}
blood *= victim->blood[BLOOD_POTENCY];
if ( victim->blood[BLOOD_CURRENT] < blood )
blood = victim->blood[BLOOD_CURRENT];
act("A stream of blood shoots from $N's body into yours.",ch,NULL,victim,TO_CHAR);
act("A stream of blood shoots from your body into $n's.",ch,NULL,victim,TO_VICT);
act("A stream of blood shoots from $N's body into $n's.",ch,NULL,victim,TO_NOTVICT);
victim->blood[BLOOD_CURRENT] -= blood;
ch->blood[BLOOD_CURRENT] += blood;
if (ch->blood[BLOOD_CURRENT] >= ch->blood[BLOOD_POOL])
{
ch->blood[BLOOD_CURRENT] = ch->blood[BLOOD_POOL];
if (IS_VAMPIRE(ch)) send_to_char("Your blood lust is sated.\n\r",ch);
}
if (IS_NPC(victim) || !IS_VAMPIRE(victim))
{
if (victim->blood[0] > 0 && victim->blood[0] <= 50)
{
act("$n sways weakly from bloodloss.",victim,NULL,NULL,TO_ROOM);
send_to_char("You feel weak from bloodloss.\n\r",victim);
}
else if (victim->blood[0] < 1)
{
act("$n's body falls limply to the ground.",victim,NULL,NULL,TO_ROOM);
// group_gain(ch,victim);
victim->form = 3;
killperson(ch,victim);
WAIT_STATE( ch, 12 );
return;
}
}
else
{
power_ghoul(victim,ch);
if (!IS_NPC(ch) && ch->pcdata->dpoints < (victim->blood[2] * 1000))
{
if (!IS_VAMPIRE(ch)) ch->pcdata->dpoints += (blood * 60);
if (ch->pcdata->dpoints > (victim->blood[2] * 1000))
ch->pcdata->dpoints = (victim->blood[2] * 1000);
}
}
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just used Theft of Vitae on you.",ch,NULL,victim,TO_VICT);
}
if ( IS_NPC( victim ) && victim->position == POS_STANDING )
multi_hit(victim,ch,TYPE_UNDEFINED);
WAIT_STATE( ch, 12 );
if ( ch->position == POS_FIGHTING )
WAIT_STATE( ch, 12 );
return;
}
void update_gen( CHAR_DATA *ch )
{
if (IS_NPC(ch) || !IS_VAMPIRE(ch)) return;
switch (ch->vampgen)
{
default:
ch->pcdata->willpower[0] = 50;
ch->pcdata->willpower[1] = 50;
ch->blood[BLOOD_POOL] = 100;
ch->blood[BLOOD_POTENCY] = 1;
break;
case 1:
ch->pcdata->willpower[0] = 200;
ch->pcdata->willpower[1] = 200;
ch->blood[BLOOD_POOL] = 1000;
ch->blood[BLOOD_POTENCY] = 10;
case 2:
ch->pcdata->willpower[0] = 100;
ch->pcdata->willpower[1] = 100;
ch->blood[BLOOD_POOL] = 600;
ch->blood[BLOOD_POTENCY] = 6;
break;
case 3:
ch->pcdata->willpower[0] = 90;
ch->pcdata->willpower[1] = 90;
ch->blood[BLOOD_POOL] = 500;
ch->blood[BLOOD_POTENCY] = 5;
break;
case 4:
ch->pcdata->willpower[0] = 80;
ch->pcdata->willpower[1] = 80;
ch->blood[BLOOD_POOL] = 400;
ch->blood[BLOOD_POTENCY] = 4;
break;
case 5:
ch->pcdata->willpower[0] = 70;
ch->pcdata->willpower[1] = 70;
ch->blood[BLOOD_POOL] = 300;
ch->blood[BLOOD_POTENCY] = 3;
break;
case 6:
ch->pcdata->willpower[0] = 60;
ch->pcdata->willpower[1] = 60;
ch->blood[BLOOD_POOL] = 200;
ch->blood[BLOOD_POTENCY] = 2;
break;
case 7:
ch->pcdata->willpower[0] = 50;
ch->pcdata->willpower[1] = 50;
ch->blood[BLOOD_POOL] = 100;
ch->blood[BLOOD_POTENCY] = 1;
break;
}
return;
}
void do_cauldronblood( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
int blood = number_range(10,20);
int damage;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_THAUMATURGY) < 5)
{
send_to_char("You require level 5 Thaumaturgy to use Cauldron of Blood.\n\r",ch);
return;
}
if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,"");
if (arg[0] == '\0' && ch->fighting == NULL)
{
send_to_char( "Who's blood do you want to boil?\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
if ( ch == victim )
{
send_to_char( "Stupidity is not a virtue.\n\r", ch );
return;
}
if ( ch->blood[BLOOD_CURRENT] < 50 )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
ch->blood[BLOOD_CURRENT] -= 50;
if (is_safe(ch,victim)) return;
if ( IS_NPC( victim ) ) blood = number_range( 1, 10 );
if ( victim->blood[BLOOD_CURRENT] < blood )
blood = victim->blood[BLOOD_CURRENT];
damage = (blood * victim->max_hit * 0.01);
if ( !IS_NPC(victim) && get_disc(victim,DISC_FORTITUDE) > 0)
{
int per_red = 0;
switch( get_disc(victim,DISC_FORTITUDE) )
{
/*
default: per_red = 0; break;
case 1: per_red = number_range(5,10); break;
case 2: per_red = number_range(10,20); break;
case 3: per_red = number_range(15,30); break;
case 4: per_red = number_range(20,40); break;
case 5: per_red = number_range(25,50); break;
case 6: per_red = number_range(30,60); break;
case 7: per_red = number_range(35,70); break;
case 8: per_red = number_range(40,80); break;
case 9: per_red = number_range(45,90); break;
case 10: per_red = number_range(50,100);break;
*/
default: per_red = 0; break;
case 1: per_red = number_range(10,20); break;
case 2: per_red = number_range(20,40); break;
case 3: per_red = number_range(30,60); break;
case 4: per_red = number_range(40,80); break;
case 5: per_red = number_range(50,100);break;
}
damage -= (damage * per_red * 0.01);
}
act( "A look of concentration crosses $n's face.", ch, NULL, NULL, TO_ROOM );
send_to_char("You scream in agony as your blood begins to boil!\n\r",victim);
act("$n screams in agony as $s blood begins to boil!",victim,NULL,NULL,TO_ROOM);
victim->blood[BLOOD_CURRENT] -= blood;
if (IS_NPC(victim) || (!IS_VAMPIRE(victim) && !IS_GHOUL(victim)) ||
get_disc(victim,DISC_DAIMOINON) < 6)
victim->hit -= damage;
if (!IS_VAMPIRE(victim))
{
if ((IS_NPC(victim) && victim->hit < 1) ||
(!IS_NPC(victim) && victim->hit < -10) || (victim->blood[0] < 1))
{
act("$n's body falls limply to the ground.",victim,NULL,NULL,TO_ROOM);
// group_gain(ch,victim);
victim->form = 4;
killperson(ch,victim);
WAIT_STATE( ch, 12 );
return;
}
update_pos(victim);
if ( IS_NPC( victim ) && victim->position == POS_STANDING )
multi_hit(victim,ch,TYPE_UNDEFINED);
WAIT_STATE( ch, 24 );
}
else
{
if ((IS_NPC(victim) && victim->hit < 1) ||
(!IS_NPC(victim) && victim->hit < -10))
{
act("$n's body falls limply to the ground.",victim,NULL,NULL,TO_ROOM);
group_gain(ch,victim);
victim->form = 4;
killperson(ch,victim);
WAIT_STATE( ch, 12 );
return;
}
update_pos(victim);
if ( IS_NPC( victim ) && victim->position == POS_STANDING )
multi_hit(victim,ch,TYPE_UNDEFINED);
WAIT_STATE( ch, 24 );
}
if (!IS_NPC(victim) && ch != victim && IS_MORE(victim, MORE_GUARDIAN))
{
guardian_message( victim );
act("$n just used Cauldron of Blood on you.",ch,NULL,victim,TO_VICT);
}
return;
}
void do_possession( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *familiar;
char arg [MAX_INPUT_LENGTH];
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_DOMINATE) < 3)
{
send_to_char("You require level 3 Dominate to use Possession.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "What do you wish to possess?\n\r", ch );
return;
}
if ( ( familiar = ch->pcdata->familiar ) != NULL )
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "I think not...\n\r", ch );
return;
}
if ( !IS_NPC(victim) )
{
send_to_char( "Not on players.\n\r", ch );
return;
}
if (IS_ITEMAFF(victim, ITEMA_SHADES))
{
if (!IS_SET(ch->act,PLR_HOLYLIGHT) &&
get_disc(ch,DISC_DOMINATE) < 6)
{
send_to_char( "You are unable to make eye contact with them.\n\r", ch );
return;
}
}
act("You stare deeply into $N's eyes.",ch,NULL,victim,TO_CHAR);
act("$n stares deeply into $N's eyes.",ch,NULL,victim,TO_NOTVICT);
act("$n stares deeply into your eyes.",ch,NULL,victim,TO_VICT);
if ( ( familiar = victim->wizard ) != NULL )
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
if (victim->level > (get_disc(ch,DISC_DOMINATE) * 10))
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
act("You possess $N's body.",ch,NULL,victim,TO_CHAR);
ch->pcdata->familiar = victim;
victim->wizard = ch;
return;
}
void do_mirrorimage( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
OBJ_DATA *obj2;
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_CHIMERSTRY) < 1)
{
send_to_char("You require level 1 Chimerstry to create a Mirror Image.\n\r",ch);
return;
}
if (ch->pcdata->followers > 4)
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
ch->pcdata->followers++;
victim=create_mobile( get_mob_index( MOB_VNUM_CLONE ) );
char_to_room(victim,get_room_index(ROOM_VNUM_DISCONNECTION));
free_string(victim->lord);
victim->lord = str_dup(ch->name);
free_string(victim->name);
victim->name = str_dup(ch->name);
free_string(victim->short_descr);
victim->short_descr = str_dup(ch->name);
free_string(victim->long_descr);
victim->long_descr = str_dup("");
if (ch->class == CLASS_VAMPIRE) victim->class = CLASS_VAMPIRE;
if (ch->class == CLASS_GHOUL) victim->class = CLASS_GHOUL;
victim->alignment = ch->alignment;
if (strlen(ch->description) > 1)
{
free_string(victim->description);
victim->description = str_dup(ch->description);
}
SET_BIT(victim->act, ACT_NOPARTS);
SET_BIT(victim->extra, EXTRA_ILLUSION);
{
OBJ_DATA *obj_next;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc != WEAR_NONE )
{
if (( obj2 = create_object( obj->pIndexData, 0 )) != NULL )
{
SET_BIT(obj2->extra_flags, ITEM_VANISH);
obj_to_char(obj2, victim);
wear_obj( victim, obj2, obj->wear_loc );
}
}
}
}
victim->level = 50;
victim->hit = ch->hit;
victim->max_hit = ch->max_hit;
victim->mana = ch->mana;
victim->max_mana = ch->max_mana;
victim->move = ch->move;
victim->max_move = ch->max_move;
victim->hitroll = char_hitroll(ch);
victim->damroll = char_damroll(ch);
victim->armor = char_ac(ch);
char_from_room(victim);
char_to_room(victim,ch->in_room);
send_to_char("A mirror image of you shimmers into existance.\n\r",ch);
act("A mirror image of $n appears in the room.",ch,NULL,NULL,TO_ROOM);
return;
}
void do_formillusion( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *original;
OBJ_DATA *obj;
OBJ_DATA *obj2;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_WEREWOLF(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_CHIMERSTRY) < 2)
{
if (get_tribe(ch, TRIBE_FIANNA) < 3)
{
if (IS_ABOMINATION(ch))
send_to_char("You require level 2 Chimerstry or level 3 Fianna power to use Illusionary Form.\n\r",ch);
else if (IS_WEREWOLF(ch))
send_to_char("You require the level 3 Fianna power to create an Illusionary Form.\n\r",ch);
else
send_to_char("You require level 2 Chimerstry to create an Illusionary Form.\n\r",ch);
return;
}
}
if (ch->pcdata->followers > 4)
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Who do you wish to Form an Illusion of?\n\r", ch );
return;
}
if ( ( original = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( original->level > 200 )
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
ch->pcdata->followers++;
victim=create_mobile( get_mob_index( MOB_VNUM_CLONE ) );
char_to_room(victim,get_room_index(ROOM_VNUM_DISCONNECTION));
free_string(victim->lord);
victim->lord = str_dup(ch->name);
free_string(victim->name);
victim->name = str_dup(original->name);
free_string(victim->short_descr);
if (IS_NPC(original))
victim->short_descr = str_dup(original->short_descr);
else
victim->short_descr = str_dup(original->name);
free_string(victim->long_descr);
if (IS_NPC(original))
victim->long_descr = str_dup(original->long_descr);
else
victim->long_descr = str_dup("");
if (original->class == CLASS_VAMPIRE) victim->class = CLASS_VAMPIRE;
if (original->class == CLASS_GHOUL) victim->class = CLASS_GHOUL;
victim->alignment = original->alignment;
if (strlen(original->description) > 1)
{
free_string(victim->description);
victim->description = str_dup(original->description);
}
SET_BIT(victim->act, ACT_NOPARTS);
SET_BIT(victim->extra, EXTRA_ILLUSION);
{
OBJ_DATA *obj_next;
for ( obj = original->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc != WEAR_NONE )
{
if (( obj2 = create_object( obj->pIndexData, 0 )) != NULL )
{
SET_BIT(obj2->extra_flags, ITEM_VANISH);
obj_to_char(obj2, victim);
wear_obj( victim, obj2, obj->wear_loc );
}
}
}
}
if (IS_NPC(original)) victim->level = original->level;
else victim->level = 50;
victim->hit = original->hit;
victim->max_hit = original->max_hit;
victim->mana = original->mana;
victim->max_mana = original->max_mana;
victim->move = original->move;
victim->max_move = original->max_move;
victim->hitroll = char_hitroll(original);
victim->damroll = char_damroll(original);
victim->armor = char_ac(original);
char_from_room(victim);
char_to_room(victim,original->in_room);
send_to_char("A mirror image of you shimmers into existance.\n\r",original);
act("A mirror image of $n appears in the room.",original,NULL,NULL,TO_ROOM);
return;
}
void do_cloneobject( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
OBJ_DATA *obj2;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) && !IS_WEREWOLF(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_CHIMERSTRY) < 2)
{
if (get_tribe(ch, TRIBE_FIANNA) < 4)
{
if (IS_ABOMINATION(ch))
send_to_char("You require level 3 Chimerstry or level 4 Fianna power to use Clone Object.\n\r",ch);
else if (IS_WEREWOLF(ch))
send_to_char("You require the level 4 Fianna power to use Clone Object.\n\r",ch);
else
send_to_char("You require level 3 Chimerstry to use Clone Object.\n\r",ch);
return;
}
}
if ( arg[0] == '\0' )
{
send_to_char( "What object do you wish to make an illusionary clone of?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You are not carrying that object.\n\r", ch );
return;
}
if (strlen(obj->questmaker) > 1)
{
send_to_char( "You are unable to clone that object.\n\r", ch );
return;
}
if (IS_SET(obj->extra_flags, ITEM_VANISH))
{
send_to_char( "You are unable to make illusions of illusions!\n\r", ch );
return;
}
if (IS_SET(obj->quest, QUEST_RELIC) || IS_SET(obj->quest, QUEST_ARTIFACT))
{
send_to_char( "You are unable to clone that type of object.\n\r", ch );
return;
}
if (strlen(obj->questowner) > 1)
{
send_to_char( "You are unable to clone a claimed item.\n\r", ch );
return;
}
if ( ch->carry_number + 1 > can_carry_n( ch ) )
{
send_to_char( "You cannot carry any more objects.\n\r", ch );
return;
}
if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )
{
send_to_char( "You cannot carry that much weight.\n\r", ch );
return;
}
if (( obj2 = create_object( obj->pIndexData, obj->level )) != NULL )
{
SET_BIT(obj2->extra_flags, ITEM_VANISH);
obj2->timer = (get_disc(ch,DISC_CHIMERSTRY) * 5);
obj2->cost = 0;
switch (obj2->item_type)
{
default:
obj2->value[0] = obj->value[0];
obj2->value[1] = obj->value[1];
obj2->value[2] = obj->value[2];
obj2->value[3] = obj->value[3];
break;
case ITEM_WAND:
case ITEM_STAFF:
case ITEM_SCROLL:
case ITEM_POTION:
case ITEM_PILL:
obj2->value[0] = 0;
obj2->value[1] = 0;
obj2->value[2] = 0;
obj2->value[3] = 0;
break;
}
obj_to_char(obj2, ch);
act("An exact duplicate of $p appears in your hands.",ch,obj,NULL,TO_CHAR);
act("An exact duplicate of $p appears in $n's hands.",ch,obj,NULL,TO_ROOM);
}
else
send_to_char( "Bug - please inform Morglum.\n\r", ch );
return;
}
void do_rename( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
char endchar[15];
smash_tilde( argument );
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_CHIMERSTRY) < 4)
{
send_to_char("You require level 4 Chimerstry to give an object a False Appearance.\n\r",ch);
return;
}
if ( arg1[0] == '\0' || arg2[0] == '\0' || argument[0] == '\0' )
{
send_to_char( "Syntax: False <object> rename <short description>\n\r", ch );
send_to_char( "Syntax: False <object> keyword <extra keyword/s>\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You are not carrying that object.\n\r", ch );
return;
}
if ( !str_cmp( arg2, "rename" ) )
{
if (IS_SET(obj->quest, QUEST_RELIC))
{
send_to_char("Not on a relic.\n\r",ch);
return;
}
if (strlen(argument) < 5)
{
send_to_char("Name should be at least 5 characters long.\n\r",ch);
return;
}
strcpy(argument,capitalize(argument));
argument[0] = LOWER(argument[0]);
endchar[0] = (argument[strlen(argument)-1]);
endchar[1] = '\0';
if (!str_cmp(endchar,".")) argument[strlen(argument)-1] = '\0';
free_string( obj->name );
obj->name = str_dup( argument );
free_string( obj->short_descr );
obj->short_descr = str_dup( argument );
if (is_in(argument,"|pair of*"))
sprintf(buf, "%s are lying here.",argument);
else
sprintf(buf, "%s is lying here.",argument);
buf[0] = UPPER(buf[0]);
free_string( obj->description );
obj->description = str_dup( buf );
send_to_char("Ok.\n\r",ch);
if (obj->questmaker != NULL) free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
return;
}
if ( !str_cmp( arg2, "keyword" ) || !str_cmp( arg2, "keywords" ) )
{
if (IS_SET(obj->quest, QUEST_RELIC))
{
send_to_char("Not on a relic.\n\r",ch);
return;
}
if (strlen(argument) < 3)
{
send_to_char("Keywords should be at least 3 characters long.\n\r",ch);
return;
}
strcpy(argument,capitalize(argument));
argument[0] = LOWER(argument[0]);
endchar[0] = (argument[strlen(argument)-1]);
endchar[1] = '\0';
if (!str_cmp(endchar,".")) argument[strlen(argument)-1] = '\0';
strcpy(buf,obj->name);
if (strlen(buf) > 80)
{
send_to_char("You cannot fit any more keywords on this object.\n\r",ch);
return;
}
strcat(buf," ");
strcat(buf,argument);
free_string( obj->name );
obj->name = str_dup( buf );
send_to_char("Ok.\n\r",ch);
if (obj->questmaker != NULL) free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
return;
}
send_to_char( "Syntax: False <object> rename <short description>\n\r", ch );
send_to_char( "Syntax: False <object> keyword <extra keyword/s>\n\r", ch );
return;
}
void do_control( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *familiar;
char arg [MAX_INPUT_LENGTH];
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (get_disc(ch,DISC_CHIMERSTRY) < 5
&& get_auspice(ch,AUSPICE_THEURGE) < 3)
{
send_to_char( "Huh?\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "What illusion do you want to control?\n\r", ch );
return;
}
if ( ( familiar = ch->pcdata->familiar ) != NULL )
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "I think not...\n\r", ch );
return;
}
if ( !IS_NPC(victim) )
{
send_to_char( "Not on players.\n\r", ch );
return;
}
if ( ( familiar = victim->wizard ) != NULL )
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
if (!IS_EXTRA(victim, EXTRA_ILLUSION))
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
act("You use your power over illusions to control $N.",ch,NULL,victim,TO_CHAR);
ch->pcdata->familiar = victim;
victim->wizard = ch;
return;
}
void do_truedisguise( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (get_disc(ch,DISC_CHIMERSTRY) < 6)
{
send_to_char("You require level 6 Chimerstry to use True Disguise.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Change to look like whom?\n\r", ch );
return;
}
if (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_VAMPAFF(ch,VAM_DISGUISED))
{
send_to_char( "Not while polymorphed.\n\r", ch );
return;
}
if (IS_EXTRA(ch, EXTRA_VICISSITUDE))
{
send_to_char( "You are unable to change your appearance.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_IMMORTAL(victim) && victim != ch )
{
send_to_char( "You cannot disguise yourself as them.\n\r", ch );
return;
}
if ( ch == victim )
{
if (!IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_VAMPAFF(ch,VAM_DISGUISED))
{
send_to_char( "You already look like yourself!\n\r", ch );
return;
}
if (!IS_POLYAFF(ch, POLY_TRUE))
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
sprintf(buf,"$n's form shifts into an image of %s.",ch->name);
act(buf,ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->vampaff, VAM_DISGUISED);
REMOVE_BIT(ch->polyaff, POLY_TRUE);
free_string( ch->morph );
ch->morph = str_dup( "" );
act("Your form shifts into an image of $n.",ch,NULL,NULL,TO_CHAR);
free_string( ch->long_descr );
ch->long_descr = str_dup( "" );
return;
}
if (IS_VAMPAFF(ch,VAM_DISGUISED))
{
if (!IS_POLYAFF(ch, POLY_TRUE))
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
act("Your form shifts into an image of $N.",ch,NULL,victim,TO_CHAR);
act("$n's form shifts into an image of you.",ch,NULL,victim,TO_VICT);
act("$n's form shifts into an image of $N.",ch,NULL,victim,TO_NOTVICT);
free_string( ch->morph );
if (IS_NPC(victim))
{
ch->morph = str_dup( victim->short_descr );
free_string( ch->long_descr );
ch->long_descr = str_dup( victim->long_descr );
}
else
{
ch->morph = str_dup( victim->name );
free_string( ch->long_descr );
ch->long_descr = str_dup( "" );
}
return;
}
act("Your form shifts into an image of $N.",ch,NULL,victim,TO_CHAR);
act("$n's form shifts into an image of you.",ch,NULL,victim,TO_VICT);
act("$n's form shifts into an image of $N.",ch,NULL,victim,TO_NOTVICT);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->vampaff, VAM_DISGUISED);
SET_BIT(ch->polyaff, POLY_TRUE);
free_string( ch->morph );
if (IS_NPC(victim))
{
ch->morph = str_dup( victim->short_descr );
free_string( ch->long_descr );
ch->long_descr = str_dup( victim->long_descr );
}
else
{
ch->morph = str_dup( victim->name );
free_string( ch->long_descr );
ch->long_descr = str_dup( "" );
}
return;
}
void do_omnipotence( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *eye;
CHAR_DATA *victim;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_GHOUL(ch) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (get_disc(ch,DISC_AUSPEX) < 9)
{
send_to_char("You require level 9 Auspex to use Omnipotence.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
if ( ( eye = ch->pcdata->familiar ) != NULL &&
eye->pIndexData->vnum == MOB_VNUM_EYE)
{
send_to_char( "You are no longer using your Omnipotence.\n\r",ch );
ch->pcdata->familiar = NULL;
eye->wizard = NULL;
extract_char(eye, TRUE);
return;
}
send_to_char( "Who do you wish to use Omnipotence on?\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "Now that would be completely pointless.\n\r", ch );
return;
}
if (IS_IMMORTAL(victim) || IS_IMMUNE(victim,IMM_SHIELDED))
{
send_to_char( "You are unable to locate them.\n\r", ch );
return;
}
if ( IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) )
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
if ( ( eye = ch->pcdata->familiar ) != NULL )
{
if ( eye->pIndexData->vnum == MOB_VNUM_EYE )
{
send_to_char( "You have switched the target of your Omnipotence.\n\r",ch );
char_from_room( eye );
char_to_room( eye, victim->in_room );
if ( eye->master != NULL ) stop_follower( eye );
eye->master = victim;
eye->leader = NULL;
}
else
send_to_char("Nothing happens.\n\r",ch);
return;
}
if (ch->pcdata->followers > 4 || victim->in_room == NULL)
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
ch->pcdata->followers++;
eye=create_mobile( get_mob_index( MOB_VNUM_EYE ) );
eye->level = 1;
eye->hit = 1;
eye->max_hit = 1;
eye->hitroll = 0;
eye->damroll = 0;
eye->armor = 100;
eye->alignment = 0;
free_string(eye->name);
eye->name = str_dup("eye eyeball");
free_string(eye->short_descr);
eye->short_descr = str_dup("a small spectral eye");
free_string(eye->long_descr);
eye->long_descr = str_dup("A small spectral eye floats here.\n\r");
free_string(eye->lord);
eye->lord = str_dup(ch->name);
send_to_char( "You are now using your Omnipotence.\n\r",ch );
char_to_room( eye, victim->in_room );
ch->pcdata->familiar = eye;
eye->wizard = ch;
if ( eye->master != NULL )
{
send_to_char( "Bug - please inform Morglum.\n\r", ch );
return;
}
eye->master = victim;
eye->leader = NULL;
SET_BIT(eye->more, MORE_SPIRIT);
SET_BIT(eye->vampaff, VAM_SPIRITEYES);
SET_BIT(eye->act, ACT_NOEXP);
SET_BIT(eye->act, ACT_NOPARTS);
SET_BIT(eye->affected_by, AFF_ETHEREAL);
SET_BIT(eye->affected_by, AFF_FLYING);
return;
}
void do_obeah( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_VAMPIRE(ch) && !IS_ANGEL(ch) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (get_disc(ch, DISC_OBEAH) == 0)
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( IS_MORE(ch,MORE_OBEAH) )
{
if (ch->pcdata->obeah > 0)
{
send_to_char("You cannot close your eye until it stops glowing!\n\r",ch);
return;
}
send_to_char("You close the eye on your forehead.\n\r",ch);
act("$n closes the eye on $s forehead.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->more, MORE_OBEAH);
return;
}
send_to_char("Your third eye opens in your forehead.\n\r",ch);
act("A third eye opens in $n's forehead.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->more, MORE_OBEAH);
return;
}
void part_reg( CHAR_DATA *ch )
{
int ribs = 0;
if (IS_BODY(ch,BROKEN_RIBS_1 )) ribs += 1;
if (IS_BODY(ch,BROKEN_RIBS_2 )) ribs += 2;
if (IS_BODY(ch,BROKEN_RIBS_4 )) ribs += 4;
if (IS_BODY(ch,BROKEN_RIBS_8 )) ribs += 8;
if (IS_BODY(ch,BROKEN_RIBS_16)) ribs += 16;
if (ribs > 0)
{
if (IS_BODY(ch,BROKEN_RIBS_1 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_1);
if (IS_BODY(ch,BROKEN_RIBS_2 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_2);
if (IS_BODY(ch,BROKEN_RIBS_4 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_4);
if (IS_BODY(ch,BROKEN_RIBS_8 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_8);
if (IS_BODY(ch,BROKEN_RIBS_16))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_16);
ribs -= 1;
if (ribs >= 16) {ribs -= 16;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_16);}
if (ribs >= 8 ) {ribs -= 8;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_8);}
if (ribs >= 4 ) {ribs -= 4;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_4);}
if (ribs >= 2 ) {ribs -= 2;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_2);}
if (ribs >= 1 ) {ribs -= 1;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_1);}
act("One of $n's ribs snap back into place.",ch,NULL,NULL,TO_ROOM);
act("One of your ribs snap back into place.",ch,NULL,NULL,TO_CHAR);
}
else if (IS_HEAD(ch,BROKEN_NOSE) && !IS_HEAD(ch, LOST_NOSE))
{
act("$n's nose snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your nose snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_NOSE);
}
else if (IS_HEAD(ch,BROKEN_JAW))
{
act("$n's jaw snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your jaw snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_JAW);
}
else if (IS_HEAD(ch,BROKEN_SKULL))
{
act("$n's skull knits itself back together.",ch,NULL,NULL,TO_ROOM);
act("Your skull knits itself back together.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_SKULL);
}
else if (IS_BODY(ch,BROKEN_SPINE))
{
act("$n's spine knits itself back together.",ch,NULL,NULL,TO_ROOM);
act("Your spine knits itself back together.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_SPINE);
}
else if (IS_BODY(ch,BROKEN_NECK))
{
act("$n's neck snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your neck snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_NECK);
}
else if (IS_ARM_L(ch,BROKEN_ARM) && !IS_ARM_L(ch,LOST_ARM))
{
act("$n's left arm snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left arm snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_ARM);
}
else if (IS_ARM_R(ch,BROKEN_ARM) && !IS_ARM_R(ch,LOST_ARM))
{
act("$n's right arm snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right arm snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_ARM);
}
else if (IS_LEG_L(ch,BROKEN_LEG) && !IS_LEG_L(ch,LOST_LEG))
{
act("$n's left leg snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left leg snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],BROKEN_LEG);
}
else if (IS_LEG_R(ch,BROKEN_LEG) && !IS_LEG_R(ch,LOST_LEG))
{
act("$n's right leg snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right leg snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],BROKEN_LEG);
}
else if (IS_ARM_L(ch,BROKEN_THUMB) && !IS_ARM_L(ch,LOST_ARM) &&
!IS_ARM_L(ch,LOST_HAND) && !IS_ARM_L(ch,LOST_THUMB))
{
act("$n's left thumb snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left thumb snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_THUMB);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_I) && !IS_ARM_L(ch,LOST_ARM) &&
!IS_ARM_L(ch,LOST_HAND) && !IS_ARM_L(ch,LOST_FINGER_I))
{
act("$n's left index finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left index finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_M) && !IS_ARM_L(ch,LOST_ARM) &&
!IS_ARM_L(ch,LOST_HAND) && !IS_ARM_L(ch,LOST_FINGER_M))
{
act("$n's left middle finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left middle finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_R) && !IS_ARM_L(ch,LOST_ARM) &&
!IS_ARM_L(ch,LOST_HAND) && !IS_ARM_L(ch,LOST_FINGER_R))
{
act("$n's left ring finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left ring finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_L) && !IS_ARM_L(ch,LOST_ARM) &&
!IS_ARM_L(ch,LOST_HAND) && !IS_ARM_L(ch,LOST_FINGER_L))
{
act("$n's left little finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left little finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);
}
else if (IS_ARM_R(ch,BROKEN_THUMB) && !IS_ARM_R(ch,LOST_ARM) &&
!IS_ARM_R(ch,LOST_HAND) && !IS_ARM_R(ch,LOST_THUMB))
{
act("$n's right thumb snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right thumb snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_THUMB);
}
else if (IS_ARM_R(ch,BROKEN_FINGER_I) && !IS_ARM_R(ch,LOST_ARM) &&
!IS_ARM_R(ch,LOST_HAND) && !IS_ARM_R(ch,LOST_FINGER_I))
{
act("$n's right index finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right index finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);
}
else if (IS_ARM_R(ch,BROKEN_FINGER_I) && !IS_ARM_R(ch,LOST_ARM) &&
!IS_ARM_R(ch,LOST_HAND) && !IS_ARM_R(ch,LOST_FINGER_I))
{
act("$n's right middle finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right middle finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);
}
else if (IS_ARM_R(ch,BROKEN_FINGER_R) && !IS_ARM_R(ch,LOST_ARM) &&
!IS_ARM_R(ch,LOST_HAND) && !IS_ARM_R(ch,LOST_FINGER_R))
{
act("$n's right ring finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right ring finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);
}
else if (IS_ARM_R(ch,BROKEN_FINGER_L) && !IS_ARM_R(ch,LOST_ARM) &&
!IS_ARM_R(ch,LOST_HAND) && !IS_ARM_R(ch,LOST_FINGER_L))
{
act("$n's right little finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right little finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);
}
else if (IS_ARM_L(ch,SLIT_WRIST) && !IS_BLEEDING(ch, BLEEDING_WRIST_L))
{
act("The wound in $n's left wrist closes up.",ch,NULL,NULL,TO_ROOM);
act("The wound in your left wrist closes up.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],SLIT_WRIST);
}
else if (IS_ARM_R(ch,SLIT_WRIST) && !IS_BLEEDING(ch, BLEEDING_WRIST_R))
{
act("The wound in $n's right wrist closes up.",ch,NULL,NULL,TO_ROOM);
act("The wound in your right wrist closes up.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],SLIT_WRIST);
}
else if (IS_BODY(ch,CUT_CHEST) && !IS_BLEEDING(ch, BLEEDING_CHEST))
{
act("The wound in $n's chest closes up.",ch,NULL,NULL,TO_ROOM);
act("The wound in your chest closes up.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_CHEST);
}
else if (IS_BODY(ch,CUT_STOMACH) && !IS_BLEEDING(ch, BLEEDING_STOMACH))
{
act("The wound in $n's stomach closes up.",ch,NULL,NULL,TO_ROOM);
act("The wound in your stomach closes up.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_STOMACH);
}
else if (IS_BODY(ch,CUT_THROAT) && !IS_BLEEDING(ch, BLEEDING_THROAT))
{
act("The wound in $n's throat closes up.",ch,NULL,NULL,TO_ROOM);
act("The wound in your throat closes up.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_THROAT);
}
else if (IS_ARM_L(ch,SLIT_WRIST) && !IS_BLEEDING(ch, BLEEDING_WRIST_L))
{
act("The wound in $n's left wrist closes up.",ch,NULL,NULL,TO_ROOM);
act("The wound in your left wrist closes up.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],SLIT_WRIST);
}
else if (IS_ARM_R(ch,SLIT_WRIST) && !IS_BLEEDING(ch, BLEEDING_WRIST_R))
{
act("The wound in $n's right wrist closes up.",ch,NULL,NULL,TO_ROOM);
act("The wound in your right wrist closes up.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],SLIT_WRIST);
}
return;
}
void do_slit( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
OBJ_DATA *obj;
argument = one_argument( argument, arg );
if (arg[0] == '\0')
{
send_to_char("Syntax: Slit <left/right>.\n\r",ch);
return;
}
if (!str_cmp(arg,"l") || !str_cmp(arg,"left"))
{
if ( ( obj = get_eq_char(ch, WEAR_WIELD) ) != NULL )
{
if ( obj->item_type != ITEM_WEAPON ||
(obj->value[3] != 1 && obj->value[3] != 3 && obj->value[3] != 5) )
{
send_to_char("You need to hold a sharp item in your right hand.\n\r",ch);
return;
}
}
else if ( !IS_VAMPAFF(ch, VAM_CLAWS) && !IS_VAMPAFF(ch, VAM_FANGS) )
{
send_to_char("You need to hold a sharp item in your right hand, or use claws or fangs.\n\r",ch);
return;
}
if (IS_ARM_L(ch, LOST_ARM))
{
send_to_char("But you've already lost your whole arm!\n\r",ch);
return;
}
if (IS_ARM_L(ch, LOST_HAND))
{
send_to_char("But you've already lost your whole hand!\n\r",ch);
return;
}
if (IS_ARM_L(ch, SLIT_WRIST))
{
send_to_char("Your left wrist has already been slit.\n\r",ch);
return;
}
if (obj != NULL)
{
act("You slit open your left wrist with $p.",ch,obj,NULL,TO_CHAR);
act("$n slits open $s left wrist with $p.",ch,obj,NULL,TO_ROOM);
}
else if (IS_VAMPAFF(ch, VAM_CLAWS))
{
send_to_char("You slit open your left wrist with your claws.\n\r",ch);
act("$n slits open $s left wrist with $s claws.",ch,NULL,NULL,TO_ROOM);
}
else
{
send_to_char("You rip open your left wrist with your fangs.\n\r",ch);
act("$n rips open $s left wrist with $s fangs.",ch,NULL,NULL,TO_ROOM);
}
SET_BIT(ch->loc_hp[LOC_ARM_L], SLIT_WRIST);
SET_BIT(ch->loc_hp[6], BLEEDING_WRIST_L);
return;
}
else if (!str_cmp(arg,"r") || !str_cmp(arg,"right"))
{
if ( ( obj = get_eq_char(ch, WEAR_HOLD) ) != NULL )
{
if ( obj->item_type != ITEM_WEAPON ||
(obj->value[3] != 1 && obj->value[3] != 3 && obj->value[3] != 5) )
{
send_to_char("You need to hold a sharp item in your left hand.\n\r",ch);
return;
}
}
else if ( !IS_VAMPAFF(ch, VAM_CLAWS) && !IS_VAMPAFF(ch, VAM_FANGS) )
{
send_to_char("You need to hold a sharp item in your left hand, or use claws or fangs.\n\r",ch);
return;
}
if (IS_ARM_R(ch, LOST_ARM))
{
send_to_char("But you've already lost your whole arm!\n\r",ch);
return;
}
if (IS_ARM_R(ch, LOST_HAND))
{
send_to_char("But you've already lost your whole hand!\n\r",ch);
return;
}
if (IS_ARM_R(ch, SLIT_WRIST))
{
send_to_char("Your right wrist has already been slit.\n\r",ch);
return;
}
if (obj != NULL)
{
act("You slit open your right wrist with $p.",ch,obj,NULL,TO_CHAR);
act("$n slits open $s right wrist with $p.",ch,obj,NULL,TO_ROOM);
}
else if (IS_VAMPAFF(ch, VAM_CLAWS))
{
send_to_char("You slit open your right wrist with your claws.\n\r",ch);
act("$n slits open $s right wrist with $s claws.",ch,NULL,NULL,TO_ROOM);
}
else
{
send_to_char("You rip open your right wrist with your fangs.\n\r",ch);
act("$n rips open $s right wrist with $s fangs.",ch,NULL,NULL,TO_ROOM);
}
SET_BIT(ch->loc_hp[LOC_ARM_R], SLIT_WRIST);
SET_BIT(ch->loc_hp[6], BLEEDING_WRIST_R);
return;
}
else send_to_char("Syntax: Slit <left/right>.\n\r",ch);
return;
}
char *disc_name( int disc_no )
{
static char disc[20];
switch ( disc_no )
{
default:
strcpy(disc,"None");
break;
case DISC_ANIMALISM:
strcpy(disc,"Animalism");
break;
case DISC_AUSPEX:
strcpy(disc,"Auspex");
break;
case DISC_CELERITY:
strcpy(disc,"Celerity");
break;
case DISC_CHIMERSTRY:
strcpy(disc,"Chimerstry");
break;
case DISC_DAIMOINON:
strcpy(disc,"Daimoinon");
break;
case DISC_DOMINATE:
strcpy(disc,"Dominate");
break;
case DISC_FORTITUDE:
strcpy(disc,"Fortitude");
break;
case DISC_MELPOMINEE:
strcpy(disc,"Melpominee");
break;
case DISC_NECROMANCY:
strcpy(disc,"Necromancy");
break;
case DISC_OBEAH:
strcpy(disc,"Obeah");
break;
case DISC_OBFUSCATE:
strcpy(disc,"Obfuscate");
break;
case DISC_OBTENEBRATION:
strcpy(disc,"Obtenebration");
break;
case DISC_POTENCE:
strcpy(disc,"Potence");
break;
case DISC_PRESENCE:
strcpy(disc,"Presence");
break;
case DISC_PROTEAN:
strcpy(disc,"Protean");
break;
case DISC_QUIETUS:
strcpy(disc,"Quietus");
break;
case DISC_SERPENTIS:
strcpy(disc,"Serpentis");
break;
case DISC_THANATOSIS:
strcpy(disc,"Thanatosis");
break;
case DISC_THAUMATURGY:
strcpy(disc,"Thaumaturgy");
break;
case DISC_VICISSITUDE:
strcpy(disc,"Vicissitude");
break;
}
return &disc[0];
}